Rules Ideas That Don’t Deserve Their Own Thread

AeroPergold

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That sounds highly disrespectful. You wouldn't just euthanize someone if they had it, wouldn't you? No, you'd take good care of them.
That wasn't the intent or nor had I thought of it that way. I know its a devastating disease with horrible effects but I had the idea for representing in a active gameplay form but perhaps its for best it shouldn't.
 

lokirafael

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I don't think you should apply real life logic as a absolute standard in a fictional story. Or the whole concept of Villain wold not be valid since they do "disrespectful" things.

In a side notes I'm inclined to add diseases in my game but with a more fantasy twist to it. There is some really good Light Novel that use a concept of doctor mc in a fantasy medieval world where medicine is not as potent and Alchemy is a pseudo-magic-science thing.
 

Marquise*

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I was ask in my cartoons days to never use a real illness. Feels bad as my whole fantasy world premise was anchored in that... well a fantasy version. :S Of course the more or less invisible story arc was to cure the kingdom from it.

Now that I think of it one of the best secondary character was having Alzheimer and another a speech impairment. I never saw that as horrible but a everyday struggle that made characters even more heroic and creating fondness around. :/
 

LittenDev

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You guys think that this sort of design could work for a game with 16x16 graphics? (ignore the idle, i made this before i brought the project over to RPG maker) Also, any feedback? I want the game to look good!
Player_ Yellow.png
 

BinaCode

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Hi, everyone!

Well, currently I'm working on a project I've had in my mind for a while, and I wanna give it a unique look (yeah, typical RM dev concern).

So, I was trying something with the characters I made in MV's generator to make them feel less "generic", for want of a better word: Adding a little bit of hard shadows and a stronger lineart.

So, what do you think about this style? And sorry in advance if someone else has made/asked something similar before.

Sin título-1.png
 

Solovei

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I'd like some help with implementing a skill - when used, it would allow the character to completely negate the effects of the next attack that targets them. However, I would like it to only be usable once per encounter.

My thinking was that the skill would add a State to that character, but I'm not sure how exactly to translate my desired effects into RMMV terms. Is this a matter if increasing Evasion, or adding a bunch of Ex-Parameters to the state?

The other way I thought I could do this is making a switch that would reset at the end of battle, but I'm not sure if those can be integrated with the combat system without plugins.

Thanks!
 

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