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That's the classic: “the more you are protected, the less you are agile.”The speed of the actions is important also. The player and the enemies have an interest to act more often and to slow down their opponents.There are skills, spells and objects which can do something about the speed.For Armor, for example, we can create different rate of slow states and apply them in different pieces of armor, like the lead armor in the demo. First, sorry for my bad english, i'm french And i'm not a scripter.Let's analyze the possibilities of the Battle System:A key of this system is the speed of battle actions. I did expect some Add On scripts for it as well, but suspect that will probably be on me to write and create.So still on the topic of Menus, do you have any specific ideas for improving them?The Naramura Menus should have just been Windowskins if I recall correctly, so there isnt really an NPC for that as it isnt really a feature. I think I have seen a spell for combining spells somewhere, not sure about how to implement a Macro.Honestly, I expected people to show more interest in the Battle System, but I think RMXP is dying off at such a rate that it hasnt really gotten enough peoples attention. The second game is too different to consider borrowing style ideas, but some of the functionality of the fourth installment I think would be cool, like Combining Spells, or Macros.
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The ability to do it fast makes gameplay faster and much more dynamic, however, menus themselves would need to be perfectly organized.Other games Im fond of are the old 16 bit Phantasy Star games. The Battle System is basically 'stuck' in a 'Wait' mode, but I would like to change it around to allow for 'Active', where an enemy can attack you and CP Bars still fill while the Main Menu is active, but Sub Menus like Select Spell or Item would pause the CP Bar. Thus, result is a lot of work, and just for better menus, which would definitely be a plus. Battle Speed and Active Wait option would most likely need to be added. I'd definitely need to build a full Option Scene, again, based on Final Fantasy with Cursor Memory customizable by the Player.īut if that is the only option, it needs more. So there is more I want to do based on what makes those features add more frustration than satisfaction during gameplay.
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Attack, Skill, White Magic, Black Magic, Item, then you end up having to scroll really far to get where you want.
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Later in the game, your list of Menu Options tends to get really really long. And there were some things I didnt really like either. They have some very good ideas in there, like being able to change equipment during combat and a scrolling list of Main Menu options. Menus are something I have definitely thought about.I just played thru Final Fantasy X and was thinking about the Menu Options during that game.
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