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Found 3 results

  1. So, this is something I thought I could figure out, but my skill in RGSS is a bit lacking. What this individual seeks is to use the method that checks for if any allies are 'dead', from Yanfly's Battle Engine without using said script, and modifying that to do the following: Emulate Persona's revival skills so that if no allies are dead then the skill does nothing, but can still heal living allies if at least one ally is 'dead'. I've no experience with the Persona series, so maybe someone else can aid me here. @Rikifive? @Kayzee? @roninator2? Someone? Anyone? 😕
  2. One night, I stumbled upon the local forum where I came from, and someone asked me a question about my project (and he's tester of my game project, so he knows most of things in the game). He asked a question that I concluded it in a sentence: "Hey, richter_h, why in your game project there is only one character who can pick the KO-ed ally up?" I argued that was my intention to make players to stick on recovery items (namely Tonic) rather than relying on one or two characters who can do a pick-me-up. Also, the Tonic is cheap enough to stock--50 golds per bottle--and even you got some in the beginning of the game. In the other hand, the revival spell that character hoards costs a lot of MP, has long cooldown--you won't wait for another 8 turns before you can command that character to revive another ally again--and worth less than a tonic could do in the same way. Fair enough for ye, right? But, he throwed other questions: "Why don't you add another character who can revive another ally? Are you going to force the players to stock the tonics up even if he/she runs out of golds to purchase one?" That follow-up questions rustled me for some reasons... Answering the last questions, I replied that not all of the characters should have that kind of spell for their roles in battle will be different each other and depends on situations, also the revival spell in early stage and levels isn't that worthy than a 50 golds worth of a Tonic. Also, in addition of this seems-like-an-unfair condition, I've spreaded Elixirs across the dungeons to maintain the party's health and of course it depends on the player's playstyle. Not to mention that I implemented an equipment that works like Substitute Doll/Sacrificial Jizo/Aegis of Immortal/you name it--once the party member is KO-ed, he'll/she'll revived instantly with HP and MP fully restored in exchange of that mentioned equip will be vanished from his/her equip slot and party's inventory. Yet the last thing I mentioned is overlooked and most of the testers mention it as a "not worthy item",.. tl;dr how do you set the rules and maintain the revival spells in your game? Well, fella, let's have a discussion about this, since I need further research for this feature and I seek for the middle-way that works well and fair between the items and skills in same manner. But first, let me say "Cheers~"
  3. RetroExcellent

    We are not dead....just undead.

    I just wanted to let you all know that SMC Games is not dead, Real life has kind of kicked our asses, and we haven't had a lot of work to show for it, most of our progress has been in behind the scenes stuff. Spirit Timer is coming along nicely and honestly very nearly finished, we are almost to beta testing stages, and hope that we will get a lot of testers. Some new custom art coming from yours truly as well as GayBrownies93....hope I got that right lol. Lots of new events and puzzles and revamping of the story, I know you will all love it. I hope that in a few days we will have some posting about looking for beta testers, so if you are interested, check back with us regularly.
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