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Mapping a port town. It sort of works as a central hub and will be quite big. I'm leaning a bit towards imagination rather than realism, but I prefer it that way.

Ordinary Ox: Straight-forward Tanking and Attacks

author=Craze
Crystalgate, this game doesn't really have "small fry enemies" any more. Everything is pretty much a mini-boss or boss battle, with few throw-away fights.

That said, probably not. It's more a regen than a direct heal. Does every skill have to be useful in every situation? Naoto is "meh" against bosses in Persona 4, but she can clear out an enemy party in one turn.

Skills should not be useful in every situation. If they were, then there's little reason for the player to change tactics. They should however, be useful "often", which seems to be covered since there's few throw-away fights.

Ordinary Ox: Straight-forward Tanking and Attacks

Benevolence looks like a great skill for boss battles, but will it be useful against cannon fodder enemies as well? You need two actions to heal with it, one to set it up and then you have to attack for it to heal anyone. Normally when you need to heal anyone you want to heal ASAP. Against bosses you can just cast it on whoever's going to have the highest threat and be confident that throughout the whole battle, it will heal a lot, but will that work against the small fry enemies?

Master of the Wind

Spam bots as well as bots designed to mess up spam filters.

Start You At Level 35 and Reset You to Level 1

My favorite incarnation of that trick is Wonderboy III.

I think the trick itself can be a good idea, but I am concerned about how you intend to execute that. You need a good reason for why number 2 isn't "kill you and be done with it" seeing as that's both easier and safer than what you described. You said it gives the player a reason to fear the villain, but that will not work if the villain let's them go because that amuses him more or because he doesn't consider them a threat and wants to demonstrate that. Maybe it's just me, but I've never felt threatened by a villain who let's the heroes just go, no matter how powerful said villain is. A villain simple stops being threatening if he waits for the heroes to come for him.

Leo & Leah: A Love Story

I encountered a bug. After the balloon minigame, Leo got stuck facing upwards.

Showing hitrate and evasion

Shown stats in the equipment menu has been fixed and Craze's script is installed and seems to be working based on a session of torture testing. As for the status menu, I'm not using "YEM Status Menu Melody" since that script isn't helpful for my game. What line should I look at in that case?

If you're using Melody BS, check line 1040 of the first script, there's another array for shown states, you might want to customize that as well.
Crap, I completely forgot about the in battle status command and it's full of junk. I'll have to look more at it later.

Oh btw, Agi and Res don't make more sense swapped, you silly man.
I did not mean having the functionality swapped, just the placement in the window. SPI and RES relates to each other the same way as ATK and DEF relates to each other, so if DEF is places right below ATK, it makes sense to me to place RES right below SPI instead of having another stat between them.

Edit: I managed to fix the last problem myself. Thanks for the help.

Showing hitrate and evasion

Showing hitrate and evasion

Thanks for the help. I'm really sleepy now, but I get on to trying it later.

Showing hitrate and evasion

I need Hitrate and Evasion to be visible in the status screen and in the equipment screen. I'm using VX and Yanfly.

Some more information. The status screen lists stats in the following order: ATK, DEF, SPI, AGI, RES and DEX. First of all I would like AGI and RES to swap places since that seems to make more sense to me. Then I want DEX to be replaces with Hitrate, called ACC, and below that I want EVA to be displayed.

The equipment screen lists DEX and AGI at the bottom. I want DEX to be replaced by Hitrate (again ACC) and have EVA added and displayed between ACC and AGI. If it's to much trouble to fit an extra stat into the box without making it look bad, kill AGI to make room for EVA.

While I'm at it, is there a way to manipulate the accuracy of status effects a skill has? An enemy with a D rating has a 40% chance of getting inflicted with the status effect in question. Is there a way to give a status effect say a 200% infliction rate so that the 40% becomes 80%? I know you can use elements for that in Yanfly, but this method has side effects when the status effect is attached to a skill which causes damage as well. This is not as important as displaying Hitrate and Evasion though.