- Joined
- Apr 27, 2014
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No upload today, but a progress update. Act 2 is roughly 33% done, but an issue has come up that has set things back a bit.
I'd originally intended to introduce Summon Monsters in Act 2, implemented via Gemstones that Magic Users could equip and then gain Summon Spells. Kind of like a hybrid bastardization of Final Fantasy and Pokemon. Thren would have a pocket full of empty Summon Gems that he would capture monster essence in after a boss fight or whatever. Monsters would start as little baby monsters, grow as they level up, learn new skills, have different elemental properties, and eventually become large boss versions similar to the boss you defeated in order to gain them. You could even assign AP to them at the Knight guy!
Everything works fine until you actually go to summon your new pet. This is a combination of issues involving Yanfly State Animations, and Yanfly Party System. For starters, whenever a battle is initiated, the Max Member Variable would go from 4 to 5, so that a free party slot would become available for your monster. I have Yanfly Party System allowing the use of Formation Command starting in the Tombs area of Act 2. This script doesn't shift active party members to fill empty slots; i.e. if you have a party of 4, and remove the 3rd member, the 4th member is still in slot 4, though in a battle scene they appear 3rd. Once a monster is summoned, it fills the first empty Slot, in this example, Slot 3. When this happens, the party member in Slot 4 shifts position onscreen, as the newly summoned Monster shoves him or her out of the way.
That looks wonky on its own, but if the shifted party member has a visible State Animation, it causes Yanfly State Animations to crash with a nilclass error. So right now the decision must be made between:
Summon Monsters /OR/ Formation Command + State Animations
Since Formation Command and State Animations are both what I consider to be core features of a side-view battle system, Summon Monsters are getting sidelined, at least for the time being. If the nilclass State Animations crash is ever resolved, or a way to have the Party System automatically shift actors up to fill empty Slots becomes possible, then Summon Monsters will return.
Since it doesn't look like this is going to make it in, I looked around for an alternative, and installed DoubleX Unison Skills. Starting in Act 2, it will be possible to launch combination Spells utilizing 2 or more characters to cast more powerful spells. I always liked this aspect of Phantasy Star IV, whereas characters onscreen cooperate in battle together, even though they don't alwasy get along outside of battle. Another reason I like this sort of feature is that All Spells, by nature, are overpowered, but requiring multiple characters to perform them helps to balance them out. Lastly, it's just fun to do them.
Since the installation of DoubleX Unison Skills will require a restart, I'm taking this opportunity to do some database reorganization. Skills are grouped together a little bit differently, which will result in better grouping in battle menus. I'm also considering a reorganization of Weapons and Armors. Currently they are grouped in the database by Type; however, when you get to the Shop it can get confusing to understand what exactly you are selling, since a Tier 2 Heat Blade will appear higher up the list than a Tier 5 Broadsword, for example. Grouping by Tier instead of Type would ensure that high Tier items are always at the top of the list, but this would be a pretty massive overhaul. The next upload won't be available until I decide whether or not to do this.
I'd originally intended to introduce Summon Monsters in Act 2, implemented via Gemstones that Magic Users could equip and then gain Summon Spells. Kind of like a hybrid bastardization of Final Fantasy and Pokemon. Thren would have a pocket full of empty Summon Gems that he would capture monster essence in after a boss fight or whatever. Monsters would start as little baby monsters, grow as they level up, learn new skills, have different elemental properties, and eventually become large boss versions similar to the boss you defeated in order to gain them. You could even assign AP to them at the Knight guy!
Everything works fine until you actually go to summon your new pet. This is a combination of issues involving Yanfly State Animations, and Yanfly Party System. For starters, whenever a battle is initiated, the Max Member Variable would go from 4 to 5, so that a free party slot would become available for your monster. I have Yanfly Party System allowing the use of Formation Command starting in the Tombs area of Act 2. This script doesn't shift active party members to fill empty slots; i.e. if you have a party of 4, and remove the 3rd member, the 4th member is still in slot 4, though in a battle scene they appear 3rd. Once a monster is summoned, it fills the first empty Slot, in this example, Slot 3. When this happens, the party member in Slot 4 shifts position onscreen, as the newly summoned Monster shoves him or her out of the way.
That looks wonky on its own, but if the shifted party member has a visible State Animation, it causes Yanfly State Animations to crash with a nilclass error. So right now the decision must be made between:
Summon Monsters /OR/ Formation Command + State Animations
Since Formation Command and State Animations are both what I consider to be core features of a side-view battle system, Summon Monsters are getting sidelined, at least for the time being. If the nilclass State Animations crash is ever resolved, or a way to have the Party System automatically shift actors up to fill empty Slots becomes possible, then Summon Monsters will return.
Since it doesn't look like this is going to make it in, I looked around for an alternative, and installed DoubleX Unison Skills. Starting in Act 2, it will be possible to launch combination Spells utilizing 2 or more characters to cast more powerful spells. I always liked this aspect of Phantasy Star IV, whereas characters onscreen cooperate in battle together, even though they don't alwasy get along outside of battle. Another reason I like this sort of feature is that All Spells, by nature, are overpowered, but requiring multiple characters to perform them helps to balance them out. Lastly, it's just fun to do them.
Since the installation of DoubleX Unison Skills will require a restart, I'm taking this opportunity to do some database reorganization. Skills are grouped together a little bit differently, which will result in better grouping in battle menus. I'm also considering a reorganization of Weapons and Armors. Currently they are grouped in the database by Type; however, when you get to the Shop it can get confusing to understand what exactly you are selling, since a Tier 2 Heat Blade will appear higher up the list than a Tier 5 Broadsword, for example. Grouping by Tier instead of Type would ensure that high Tier items are always at the top of the list, but this would be a pretty massive overhaul. The next upload won't be available until I decide whether or not to do this.
