- Joined
- Jan 6, 2013
- Messages
- 1,726
- Reaction score
- 275
- First Language
- English
- Primarily Uses
- RMMV
Fully debugged my pseudo ABS preemptive system.
For those who haven't seen it - http://www.youtube.com/watch?v=APUa0lHXFfo
Uses field skills to "knock out" evented battle-processings so they stop moving and show the cobweb balloon for upto 5 repeats. Engaging them during so will cause an automatic preemptive strike. This will be a main factor within my game because my enemies will usually be faster than you and act first otherwise.
The one thing I might regret about it is that it involves a lot of parallels to accomplish, so that might bite me in the ass later on. (One parallel per enemy event, average maybe 4+ per map)
For those who haven't seen it - http://www.youtube.com/watch?v=APUa0lHXFfo
Uses field skills to "knock out" evented battle-processings so they stop moving and show the cobweb balloon for upto 5 repeats. Engaging them during so will cause an automatic preemptive strike. This will be a main factor within my game because my enemies will usually be faster than you and act first otherwise.
The one thing I might regret about it is that it involves a lot of parallels to accomplish, so that might bite me in the ass later on. (One parallel per enemy event, average maybe 4+ per map)
Last edited by a moderator:
