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Hero Face



Now its starting to look like a character editor! Face pictures are still multiples of 48x48 but now they're single images. It's a little too much for faces to also be in composite parts, but you could still do things like change equipped armor appearance or if the user is allowed to customize their look that they can pick out a face picture they want to use (or upload one, there's a weird idea in the context of a single player RPG game).

Or as some other authors have done, put something else instead of a face (some additional status indicator, class indicator, etc.). Characters will be represented as their character sets under save slots party previews instead of faces as it was in 2003.

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So how do the element affinities and attributes work? I assume the attributes are just (editor-)user-defined variables that can be used in damage calculation, but the way the affinities work seems new to me. Traditionally values like that are handled as multipliers for damage, but if that were true then Sarah there would only be able to take damage from Fire-based attacks.
I assume the attributes are just (editor-)user-defined variables that can be used in damage calculation


Both are. You get to decide what they mean under derived. I like small numbers but you can put whatever there. They default to 0 to mean "no change".

The values you will see in a derived script will already take into account equipped items and current conditions if those modify any of these.
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