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So, idly wondering...
Has anyone actually successfully made a game involving delayed-effect spells and such? By which I mean, a character casts a spell on round one, and then it actually hits a couple of rounds later; comparable to D&D's Delayed Blast Fireball, which can detonate up to five rounds after casting.
Seems it wouldn't necessarily be difficult to do - the spell only triggers a common event, the initial common event sets a variable, all the Troops have two Battle Events they all share; one which lowers said variable by 1 each turn, and one which activates the spell effect when the variable in question reaches 1...
It'd certainly make for more complex battles, if the players could time their strongest all-or-nothing combos to all go off in the same round...
Not saying I'll do this myself anytime soon, but has something like this actually been done, successfully, in RPG Maker to date?
Has anyone actually successfully made a game involving delayed-effect spells and such? By which I mean, a character casts a spell on round one, and then it actually hits a couple of rounds later; comparable to D&D's Delayed Blast Fireball, which can detonate up to five rounds after casting.
Seems it wouldn't necessarily be difficult to do - the spell only triggers a common event, the initial common event sets a variable, all the Troops have two Battle Events they all share; one which lowers said variable by 1 each turn, and one which activates the spell effect when the variable in question reaches 1...
It'd certainly make for more complex battles, if the players could time their strongest all-or-nothing combos to all go off in the same round...
Not saying I'll do this myself anytime soon, but has something like this actually been done, successfully, in RPG Maker to date?



