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Found 2 results

  1. Glasses

    Hurt Sounds

    Name: Hurt Sounds Version: 1.2 Author: Mr. Trivel Created: 2015-11-26 What does it do? Makes actors and enemies play a sound when they get hit. Screenshots: Nothing to show. How to use? Use following note tag in Actors or Enemies note fields: <Hurt: [sFX], [VOL], [PITCH]> [VOL] - Volume, by default 90 [PITCH] - Pitch, by default 100 E.g.: <Hurt:Siren, 90, 100> In case of multiple tags on same Enemy or Actor - random sound from them will be picked to play. Plugin: <Link: Github> How to download the Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  2. Anderson88

    Missed!

    I'm sure we've all had those moments when you're one hit from killing the big bad evil monster, but your attack misses and they proceed to use their ultra team-wipe AoE skill, resulting in a Game Over. Well, I guess that was a little exaggerated but it's super prominent in harder difficulties in games like Fire Emblem. I generally tend to dislike games where luck plays a huge factor in determining your success, but it seems like without a chance to miss, you lose some of the thrill of fighting. There are also usually a bunch of skills that have low hit rates (risk and reward skills, status inflicting skills, etc.). Is it really worth using that many MP to cast your Death skill if it misses 7/8 of the time? Or if you use your mega combo finisher that has a 99% hit rate... and misses... you've just wasted all 100 of your TP. So how do people like to balance out accuracy rates? For states, of course if your Blind skill had a 100% of inflicting the ailment, it would seem too good to be true, right? But if I nerfed status effects in exchange, won't they seem a bit underwhelming, supporting the typical "stack buffs -> stack debuffs -> attack attack attack" pattern? As a side note, a common issue I see is that developers make status inflicting skills have a chance to hit, and then have a chance to inflict the ailment. I understand if it's a skill like "Bio", but if your Poison skill that does no damage has a 60% chance to hit and then a 50% chance to poison the enemy (technically only a 30% chance to end up inflicting the state), you end up sometimes hitting the enemy with poison and not poisoning them. A nit-picky thing, but it makes a difference. About those attack skills that have around 90-99% hit rates... why not just give them a 100% chance to hit? I've never understood the point of giving someone a very unlikely chance to completely waste a turn when they have bad luck. I'm using Fire Emblem a lot in my examples, but one way they "dealt" with bad luck in accuracy in some of the later games is that they have a "double roll" system where the random number generator rolls two numbers instead of one to determine the hit. Therefore, lower percentages are even lower and higher percentages are even higher in actuality. But doesn't this also make things somehow? I know you won't be missing that often by bad luck, but when you do it feels horrible. This also applies with critical rates. Why is luck frequently a factor in a game when it can either be your saving grace or spell the words to your demise? To give everyone a different experience of the game? Having a random enemy smack you with a critical hit at the wrong moment will lose you fights, while a lucky crit from your own side can win you fights. Then people become dependent on "good luck" and start resetting the game just to get that lucky proc. Doesn't it end up throwing balance right to the edge of a cliff in that aspect? I'd like to hear opinions on this stuff.
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