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- Jul 18, 2014
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Hello, I'm not sure if Yanfly visits these forums, but if they or anyone else can help me:
1) Is it possible to have a dispersed spell vary in effect in addition/as an alternative to damage? Example:
Safeguard
- If casted on one ally, they're protected from 10 status effects.
- If casted on all allies, they're protected from 3 status effects.
So concentrated support spells provide stronger buffs, basically. Another way is in attacking. Example:
Thunder
- If casted on one enemy, inflicts more damage + Stun Lv2
- If casted on all enemies, inflicts less damage + Stun Lv1
So depending on if dispersed or not, spells can include a status effect adding more strategy for the player in deciding how to attack.
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2) I'd also like to create a special healing item whose uses replenishes and effect varies depending on number of uses. Example:
Special Milk
- 4 uses (max). Upon consuming at least 1 use, it would slowly replenish over time. However, if you consume all 4 uses, the item is lost forever.
- the effect also strengthens with less uses:
-> 4 uses: Heal 50 HP
-> 3 uses: Heal 100 HP
-> 2 uses: Heal 200 HP and buff all stats
-> Final use: Full Heal & permanently increase all stats
I'm thinking it'd be a cool, powerful item the player has available to them from the start and it's up to them if to treasure the useful, psuedo-unlimited healing option or consume it fully for the major boosts.
1) Is it possible to have a dispersed spell vary in effect in addition/as an alternative to damage? Example:
Safeguard
- If casted on one ally, they're protected from 10 status effects.
- If casted on all allies, they're protected from 3 status effects.
So concentrated support spells provide stronger buffs, basically. Another way is in attacking. Example:
Thunder
- If casted on one enemy, inflicts more damage + Stun Lv2
- If casted on all enemies, inflicts less damage + Stun Lv1
So depending on if dispersed or not, spells can include a status effect adding more strategy for the player in deciding how to attack.
==========================================================================================================
2) I'd also like to create a special healing item whose uses replenishes and effect varies depending on number of uses. Example:
Special Milk
- 4 uses (max). Upon consuming at least 1 use, it would slowly replenish over time. However, if you consume all 4 uses, the item is lost forever.
- the effect also strengthens with less uses:
-> 4 uses: Heal 50 HP
-> 3 uses: Heal 100 HP
-> 2 uses: Heal 200 HP and buff all stats
-> Final use: Full Heal & permanently increase all stats
I'm thinking it'd be a cool, powerful item the player has available to them from the start and it's up to them if to treasure the useful, psuedo-unlimited healing option or consume it fully for the major boosts.
