SPACE_MONKEY'S PROFILE
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Yeah, those are are good points. The tactical battles do take longer than a regular random encounter so I should probably limit the number of them for each cave/location. thanks for the feedback!
Babycastles: Bad Bitches
author=Despite
"Actually, I get a more kefka-esque vibe from this one."
lol, i don't know if this is unintentional or not, but it made me laugh.
on-topic: i saw babycastles before somewhere, I think it was g4, and thought it would be awesome to have a game in it. congrats calunio
The Endless Work
edit: ninja edited. Nice thanks Kentona. I wonder if I can plug these into the rm battle algorithm calculation.
(attack power - (defense/2))/2 = maximum damage (at least 2)
(attack power - (defense/2))/4 = minimum damage (at least 1)
Dam = random number between min and max.
For Criticals, enemy defense is ignored.
(attack power - (defense/2))/2 = maximum damage (at least 2)
(attack power - (defense/2))/4 = minimum damage (at least 1)
Dam = random number between min and max.
For Criticals, enemy defense is ignored.
The Endless Work
I dunno. That's pretty interesting though. I actually had no idea what DW/DQ's dmg formula is. I just went with a straight atk-def=dmg because it enabled a lot lower stats (unlike the default system that is unstable and difficult to balance at lower stats). I'd love to have more info on DW/DQ stats (like growth progression of classes) but I haven't really been able to find them.
The Endless Work
That's an excellent suggestion! unfortunately, I've already done it lol. Even with double hp, the player's defense tends to outpace the enemy's attack (because of all the stacking defense equipments). But, yeah, I'm probably just going to have to keep widening the gap as the player levels.
Return of the Mack
Well, I'm sure it's possible, it's just that I personally have not been able to figure it out yet. I've switched it in Gubid's Tactical Battle System/the default system. But, last time I tried to do it in Tomoaky's it didn't work. I'm assuming that line (the atk*x - def*y) is overwritten later in the script or that it doesn't use it at all for calculating damage. Unfortunately, I just don't know.
Catching Up with the Past
I got some work done but I don't have anything worth showing. I'm hoping to finish the game this Summer. Work during the Spring is going to be very limited (much like it was this Winter) with planned periods of scheduled down-time when I won't be working on the game.
Unfortunately, there are also unscheduled periods like the past week or two when I haven't been able to work on it ie. medical reasons. Still, I remain optimistic about my projected completion date (Summer Season 2011)!
Meanwhile, I'll try to post some more info as I have it. Thanks for staying tuned!
Unfortunately, there are also unscheduled periods like the past week or two when I haven't been able to work on it ie. medical reasons. Still, I remain optimistic about my projected completion date (Summer Season 2011)!
Meanwhile, I'll try to post some more info as I have it. Thanks for staying tuned!
Step in the Right Direction: Unveiling the Node Exploration System
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Yeah I was thinking about doing that. I just tried it a minute ago but wasn't happy with the results. I'll play around with it some more later and try to make it nice and spiffy. Thanks for the feedback!