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Oracle of Tao
Elias now learns spells differently. I had the whole deal where he tended to be able to sacrifice levels (alchemy) so having a system based on level didn't work.
Now, during battle, he can use the Research command, and it randomly prays for knowledge of spells. It either fails, you learn a new spell, or you try to learn a spell that was actually already learned.
Now, during battle, he can use the Research command, and it randomly prays for knowledge of spells. It either fails, you learn a new spell, or you try to learn a spell that was actually already learned.
White Magic
LOLninja the game
Why didn't you head to the right, Link? I don't get it. You kept heading left left left. Okay, got there. You have to duck under some blocks.

Easy. I'm actually having trouble with the next part. Just barely made it to level 3.
Got to that one area with all the boxes, conveyors, etc and it keeps switching back.

Easy. I'm actually having trouble with the next part. Just barely made it to level 3.
Got to that one area with all the boxes, conveyors, etc and it keeps switching back.
Casia
author=Casiaauthor=nhubiThe game actually uses ForeverZer0's version of the script. The fact that there is no indication of hunger and thirst is a glitch and I don't know why it's there. It did work originally, but maybe there's an incompatibility issue with another script, I'm not sure.
Open world games are always a bit of fun, so I'm looking to play this, but if hunger/thirst is a dynamic and you have no way of judging it it becomes problematic from a player's perspective.
There is an obvious HUD included in all the game images, incorporating a vitality bar shouldn't be difficult. Dependant on whose script you are using, I know ForeverZer0's H/T script for example already includes a HUD.
Can you make her periodically say "I'm hungry" or some variation? That might give characters a heads up before they fall over.
Tales From The Reaper
FADE
FADE
I dunno. Fiddle around with it, and see if you can get it to do just
My game Tales From The Reaper has a similar block system, but I'm pretty sure it has a... holdon here it is.
Carbuncle has
If Carbuncle Can Act
If Rotfied is Target
(ImmuneToMagic)
...if each enemy is the target on up to Carbuncle.
It blocks magical attacks as longs carbuncle is active... Urgh, nvm, I tested mass spells and it definitely fails. Even with only one target like this.
My game Tales From The Reaper has a similar block system, but I'm pretty sure it has a... holdon here it is.
Carbuncle has
If Carbuncle Can Act
If Rotfied is Target
(ImmuneToMagic)
...if each enemy is the target on up to Carbuncle.
It blocks magical attacks as longs carbuncle is active... Urgh, nvm, I tested mass spells and it definitely fails. Even with only one target like this.
FADE
(The problem was that in the early part, it basically broke the flow of battle. I was set to nuke three slimes and got screwed)
Basically, there's two types of block effects. You can do "if X monster is targetted" which skips multi-targeting. Or you can do what you have an just have a switch check (like you did, which ignores it). Yea, adding that condition is all you need. But it also won't block very effectively vs mass.
That dialogue near the ending is interesting enough to keep (sans the sudden ending). I cracked up when I saw it.
Yeah, despite kinda spotty boss battle, the game is kinda charming. When I redid that battle so it didn't feel so cheap, I generally liked even the dragon battle.
Basically, there's two types of block effects. You can do "if X monster is targetted" which skips multi-targeting. Or you can do what you have an just have a switch check (like you did, which ignores it). Yea, adding that condition is all you need. But it also won't block very effectively vs mass.
That dialogue near the ending is interesting enough to keep (sans the sudden ending). I cracked up when I saw it.
Yeah, despite kinda spotty boss battle, the game is kinda charming. When I redid that battle so it didn't feel so cheap, I generally liked even the dragon battle.
FADE
Same with the mystic shield. That was a bigger issue, because I was trying to party clear using Stalagmite and it blocked the whole spell.
The issue with persistent KO is that the party is interconnected. Eldin usually dies, and if she does, no healing aura.
Yeah, I noticed she gave me a free turn.
That area was buggy. I said "we'll have to think about it" and talked to the party, then suddenly something weird went wrong, and I was above the boss and couldn't start the battle.
What does Quince do?
When is the next version?
The issue with persistent KO is that the party is interconnected. Eldin usually dies, and if she does, no healing aura.
Yeah, I noticed she gave me a free turn.
That area was buggy. I said "we'll have to think about it" and talked to the party, then suddenly something weird went wrong, and I was above the boss and couldn't start the battle.
What does Quince do?
When is the next version?
FADE
I'm not saying that that is what you are doing, but what you would be able to if I disabled his Meteor for killing the slimes as you've suggested previously, and that I don't want that to be a valid tactic for this boss. Once he goes into phase 2 you're meant to rush him down while keeping the amount of slimes on the field low at the same time; without the Meteors he'd be failing at that.
I'm not telling you to disable meteor.
Meteor Crash - Monsters Present (4-6) - 75
at Unplated.
Meteor Crash - Monsters Present (6) - 50 at Plated.
Trust me, this is not so. You have to at the later part keep slimes under 3 at all times or he meteors you. Assuming you are doing it correctly, this works. Without this however, the dragon bombs you regardless.
It does not matter that I went home or not. At no point during this battle, despite healing, have I been able to keep MP from running out, despite regens and everything. The three trial battles, I tried with the normal stats a party would have. Because the average player is unlikely to notice the lower stones and fully rest. That said, if this does not work either, then yes, you may need to rethink some things.
The amount of slimes wasn't as big a problem as the fact that Thieme couldn't mass hit them. I had to figure out how to attack the dragon and the slimes while the MP restored enough that I could hit with a spell.
Firea did about the same amount on all as the meteor did on one. But the difference being that her spells were mixed together giving you time to breathe. The dragon, I found that whether I was fighting.
If you changed one thing, and it wasn't the meteor, across the board, I would say 5 slimes or over does physical shield, not magical. I attack the slimes, and it's not fast enough. So when I try to mass attack them with Rage's spells, it gets blocked.
I won with slimes summoned. A few key differences:
- Full heal from rest. Honestly, it didn't do that much.
- Magic block was swapped with physical. This allowed me to use rage and thieme effectively
- I had thieme attack physically, roth attack when he wasn't healing, and rage either used the mass burn attack or axe.
- Meteor casting after 3+ slimes. Meteor still works the way I had it above. But it was usually after a summoning, rather than "worst possible timing". I could heal right after, and keep the rhythm going, versus breaking things up.
When it was made the other way, you would have had to swap the boss order in my opinion. This way, it felt like your other boss battles in challenge.
If anything, I found Firea easy. Perhaps an extra attack that 1/1 a party member with HP/MP. Having to act fast to avoid dying would be good. In any case, she's a chapter ending boss. The only thing I'd say is a full heal between battles, as this is probably the issue.
Also, if you have KO persist, you will need more rest spots.
Oh yea. After the Firea battle, rage's sprite does not show up. He's talking but I don't see him.














