So with this you can put, for example, conditions for melee skills that they need to be targetting someone with the state "front row" or something like that. The plugins are really easy to use and I guess need no explanation, but you can ask me if you need.įor the targetting system: The main plugin you'll use is Yanfly's selection control which lets you put conditions that determine the possible targets. ![]() First, for the whole row system you have two aspects that are essential: the position of the battlers and what enemies/allies skills can be used as targets.įor the positions: You'll only need SASUKE KANNAZUKI'S SVActorPosition plugin (for the player's party) and LadyBaskerville's ShiftEnemies plugin (for the enemy parties). Now, I'll explain the logic behind the system so you can understand how to replicate it. I have another one with almost identical mechanics, so most of the work is done. Also, I can't find the demo I made with the system you want. I've been having (and still have) problems with my internet connection and other things. Good luck.Ĭlick to expand.sorry for the late response. I'll return hope soon so I'll be able to better explain how to do all of this, but I think you'll gave you a pretty goood idea on how to do it. I just wanted to say that it is possible. There are two that I used to use for that but can't remember their names. You can arrange the battlers with plugins. And with the plugin that assigns states to actors if they are in certain positions in the party the corresponding states will be applied automatically.ģ. Then, for the whole changing the position of battlers during battles use yanfly's party core. So, actors that are in the first position obtain the state "first row" state and then like that with the others.Ģ. Then look for that plugin that lets you assign states to actors depending on their position in the party (forgot the name of the plugin). It will allow you to make some actors or enemies be unable to be targeted by some skills if they are affected by certain states. For the whole row formation system use yanfly's selection control. To do it you'll need mostly yanfly's plugins:ġ. I managed to somewhat replicate the battle system in one of my demos. If possible I hope the one that does the action and the targeted enemy moves on the center and do an animation and a "getting hit" animation on the enemy will start to play.Īnd here's a picture of Darkest Dungeon Battle Visual: All the Hud are at the bottom (The health is on the sprites if possible)Īll I want to know if this is all possible?Īndar said I should make a mockup picture? I just drew what i want to get it more exactly accurate what i want Left are the 4 characters and the right side is 4 enemies. No corpses obstacle like how it works on darkest dungeon.įight (Not a basic attack but list of skills)įormation (Being able to change positions)Ĥ. Characters can change their position on the row.ģ. I heard some plugins already do this such as the Yanfly's Battle Row plugin, but after looking at the tutorial video of it, it seems far way off what I want, So I wanna know any other alternatives.Ģ. And the closest the character is on the center, the more chance he'll get hit by the front and far enemy(if ranged) ![]() Row formation, The farther the character is in the straight row, he won't be able to get hit by a melee enemy unless ofcourse there is a ranged one. With the right set up, you can basically kill 2/3 enemies before they even act.this also works in the player's favor as they can't be immediately stunned as well.I don't need the whole battle system but atleast I want to keep 4 Thingsġ. With this effect, I would replace all (ok a majority) of stun effects on heroes and enemies with the Shaken status. If a Shaken target is hit by an effect that causes Shaken again, the unit becomes stunned. The torch permently gains 10 units for each unit on fire that goes away when the fire effect ends.Ģ) Shaken: A status effect that is just applied to a target. When a target is on fire: all regen and bleed effects are removed and can't be reapplied till the effect is over. A player unit on fire also receives stress over time. Let us assume that it includes the ability to add custom status effects, what would you add, and how would you have it work?ġ) Burning: A unit that is on fire receives damage over time. On the Reddit Ama (The latest one), they said they were going to have an update for modders soon(tm).
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