Spawn animations would be great (along with "when entering battle" graphics for enemies that are there from the start of the fight.)
Assuming that they'd work like reversed death animations, there would have to be "un-melt" (reversed Melt; blobby things oozing up out of the ground) and "grow" (reversed Shrink; newly-spawned baby critters growing up rapidly... or Pokémon coming out of Pokéballs?) animations.
Some sort of "move in from (insert direction)" animation would be nice too. So you could have fights where the enemy runs in from the left side of the screen at the start of the fight, or one where they come flying in over the heroes' heads before stopping on their own side of the screen, or one where they drop down from the top of the screen like how those robot-on-a-chain things would come down from the ceiling in Final Fantasy 6.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
i for one hope it's never completed and will forever continue to get more and more awesome! that being said...
how about adding columns to custom menus, like in the inventory screen? and unselectable menu items (meaning the cursor skips them entirely)? it'd be cool to be able to make nicer looking custom shops and such like that with menus.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
how about adding columns to custom menus, like in the inventory screen? and unselectable menu items (meaning the cursor skips them entirely)? it'd be cool to be able to make nicer looking custom shops and such like that with menus.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
I'd like to be able use "if (stat) is (>/<) (Random number 0-999)" to do Attribute Checks for chains. For example,
Attack (selects target)
If (attacker's Accuracy) is > (random number 0-999) then chain to (Hit) next, else chain to (Miss)
Hit (does damage)
If (defender's Evasion) is > (random number 0-999) then chain to (Dodge) instead
Miss (does nothing)
Dodge (does nothing)
Remeber: God made you special and he loves you very much. Bye!
Attack (selects target)
If (attacker's Accuracy) is > (random number 0-999) then chain to (Hit) next, else chain to (Miss)
Hit (does damage)
If (defender's Evasion) is > (random number 0-999) then chain to (Dodge) instead
Miss (does nothing)
Dodge (does nothing)
Remeber: God made you special and he loves you very much. Bye!
0-999 for accuracy/evade seems kind of excessive (but then again, I don't like seeing a lot of huge numbers for stats in games. It really annoys me that the newer Final Fantasy games keep tacking more and more zeros onto their bigger bosses' HP...)
I'm all for new accuracy/evade formulas and new chaining options, but if there's a random-number chain the range should be customizable.
Speaking of that, it'd be nice for accuracy/evade stats for attacks to be customizable like the attack/defense stats currently are. That way "Never misses" could be replaced by "Accuracy = 100%" (accuracy = accuracy%, with accuracy stat set to "100"), and you could change the percentage to make attacks that always hit a certain percentage of the time. Or you could use the "counter" stat to make an extra status-effect-resisting stat, and have status-causing attacks use that as their "evade" stat.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
I'm all for new accuracy/evade formulas and new chaining options, but if there's a random-number chain the range should be customizable.
Speaking of that, it'd be nice for accuracy/evade stats for attacks to be customizable like the attack/defense stats currently are. That way "Never misses" could be replaced by "Accuracy = 100%" (accuracy = accuracy%, with accuracy stat set to "100"), and you could change the percentage to make attacks that always hit a certain percentage of the time. Or you could use the "counter" stat to make an extra status-effect-resisting stat, and have status-causing attacks use that as their "evade" stat.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
FnrrfYgmSchnish wrote:
Or you could use the "counter" stat to make an extra status-effect-resisting stat, and have status-causing attacks use that as their "evade" stat.
i'm already doing that in my game. "counter" is replaced with "vitality". instead of using it for accuracy, the vitality stat reduces the damage done to the poison, stun, and mute registers. i also set the status attacks with the "damage can be zero" bitset, so with high enough vitality, you can greatly hinder or avoid status effects entirely, even without specific status resisting equipment. it works.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
FnrrfYgmSchnish wrote:
0-999 for accuracy/evade seems kind of excessive (but then again, I don't like seeing a lot of huge numbers for stats in games. It really annoys me that the newer Final Fantasy games keep tacking more and more zeros onto their bigger bosses' HP...)
It's really just going from % to tenths of a percent, but I see exactly what your point is. I just figured it could be a good idea to use the whole 0-999 range for the stat if you've got access to it (I personally like the scaling of Paper Mario more than just about any other JRPG I can think of off-hand, and in that case I think the growth rate was still a little excessive).
Remeber: God made you special and he loves you very much. Bye!
You are aware about percentage-based accuracy, right? It's been in the engine for two and a half years now.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Well, if it works like I think it does, then it does exactly what I want. I was just unable to find an explanation of how it worked until now. It wouldn't be the first time that I simply couldn't understand a feature that I was sure I needed.
Remeber: God made you special and he loves you very much. Bye!
Remeber: God made you special and he loves you very much. Bye!
in light of the proposal of attack animations and new hero frames, i have a proposal in the meantime. how about another attacker "animation"? one to make an enemy or hero disappear. then, you could "animate" the attacker using attack animations, which already have three frames... might just be easier to do it that way.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
I remembered another one I thought of a while ago. An enemy bitset that makes it so it can only be targeted when it's alone.
Say, a boss enemy protected by a force field-projecting enemy. The boss can only be targeted by the heroes once the force field enemy has been killed.
Say, a boss enemy protected by a force field-projecting enemy. The boss can only be targeted by the heroes once the force field enemy has been killed.
You could probably pull that off with transmogrification somehow, I think.
I don't know the exact steps (since there are many similarly named alone settings that do subtly different things), but I'm pretty sure it's possible now.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
I don't know the exact steps (since there are many similarly named alone settings that do subtly different things), but I'm pretty sure it's possible now.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
there is something like that for the first boss in detelamane. here's how i think he did it:
1. 3 enemies (projectors) with the "boss" bitset that max out the main boss's defenses using an attack that only targets the boss's enemy slot in the formation.
2. an actual "force field" enemy with the "die without boss" bitsets on.
3. when the force field enemy "dies", it spawns an invisible enemy that uses an attack to restore the boss's defenses to normal, then dies.
not sure how he has the force field respawn after so many turns. maybe the invisible enemy has another attack to revive them?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
1. 3 enemies (projectors) with the "boss" bitset that max out the main boss's defenses using an attack that only targets the boss's enemy slot in the formation.
2. an actual "force field" enemy with the "die without boss" bitsets on.
3. when the force field enemy "dies", it spawns an invisible enemy that uses an attack to restore the boss's defenses to normal, then dies.
not sure how he has the force field respawn after so many turns. maybe the invisible enemy has another attack to revive them?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?



