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The Command menu. Picking which skills are relevant to your situation is key.
  • Puddor
  • Added: 05/04/2013 11:51 PM
  • Last updated: 04/23/2024 10:00 AM
  • 2302 views

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Pages: 1
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Notably, this system had to be rewritten due to some nasty bugs being present in the script we were using; so this menu and a number of other functions were written over the last day to try and get it ready for RSW.

Big round of cheers and applause for Mako_Infused for being amazing and churning this out in record time!

Other notes: This script dynamically shows you your stats increasing, which is why you have your entire stat table. I noticed with the original version I was popping back and forth between the status and command menus, which is extremely unintuitive; so when I did the menu design for the remake, I made sure to include a stat table.
It's very kupo, Kyrsty! Me likey! And STR over 255? You should request or find a script which adds parameter limits.
author=Noel_Kreiss
And STR over 255? You should request or find a script which adds parameter limits.

I don't know anything about RMVX ace, but in RMXP, limiting stats to 255 was a piece of cake and only need to modify some values in one of editor's base script , "game battler" if i remind correctly.
I suppose 257 in str was unintended because squall, who got a perfect and maximum accuracy in FF8 has still an accuracy of 255% on your screenshot

Strange things are speed, luck and evasion values.
Are there some exteriors influences on those stats ( equipment, accessories,or maybe a status effect)?
Because speed is very high when compared to other stats; and same thing for luck
Are speed and evasion not linked anymore ? (they were in FF8, it was something like 10 speed points = 1% eva)

Beat fang, like the dissidia skill,
Are Beat fang and fated circle regular skills from Squall's PAE relentless revolver or are they "limit break" skills ?

I see blind + 50% in passive abilities. Seems to indicate elemental and status attack and defenses will require passive slots to be equipped (suddenly fully understand what choosing carefully implies).
How many passive slots will a character have ?

Esthetically, your menu is beautifull and pleasant.
The only (little) flaw i can see is the glove who points skills hide a small part of those skills.
But it's really not a big problem, it's still readable.
Puddor
if squallbutts was a misao category i'd win every damn year
5702
Stats aren't final, I haven't really touched them beyond RMVXA's defaults. You're right on the SPD value, I didn't even notice it was that high (I've been working on other things). I'll be overviewing his stats properly probably after RSW release.

RMVXA is, thankfully, not too skewed away from FF8's default stats, so it shouldn't be too hard to get stats running properly (they will be different from VIII's, though, because different combat/skill system = different stat requirements).

In terms of passives, at the moment they cap at four. Elemental and status attacks are indeed governed by Passive abilities; it's not too much of a change from a basic FF8 set-up given that you only got one slot for Status/Elemental attack and 3-4 maximum for Defense. That said, yep, choosing carefully. You're going to have to make toss-up decisions about what skills are right for your encounters. It's all about managing yourself.

I'll ask Mesiah about that glove when he comes online again, after reassuring him my freak out earlier this evening in the event folder was merely an issue of outdated base scripts. ^^;
Pages: 1