Archive for February, 2012
I’ve updated Regrowth Options to v1.02! Now you can have regrowth or penalties when you hit elemental weaknesses or resistances. I think my next script is going to be my Rogue Suite, which will focus on rewards and effects when you get criticals or evade attacks – stuff like buffing yourself, or having criticals inflict states, or dealing damage when you evade. Should be fun!
As for my actual RM Ace project, I’ve changed the name to Edifice: Frozen Torment. It used to be Edifice: Dark Guidance, but I’ve decided to make the sequel first. It’s something of an odd decision, and I guess will be full of spoilers… but I don’t care. I think this will be incredibly refreshing as a new take on “what happens after we save the world?” I’m filing it under the genre of post-post-apocalyptic environmental exploratory fantasy RPG.
Battles will look something like this:
And you will be able to play the battles soon, because I’m working on a battle demo to release this weekend, or shortly thereafter (I’ve been ignoring my homework for this…).
For funsies, here’s the logo:
Regrowth Options has been upgraded to v1.01… which means that I’ve fixed some issues with buffs/debuffs not triggering regrowth properly.
That’s all for now. I might do actor/class-specific equips next (so you don’t have to make a bunch of special weapon/armor types), or maybe I’ll start on the extensive Critical Suite. We’ll see! I’m mostly focusing on my personal life at the moment, though, chasing a special someone ~
If you’re looking for a special someone, you might want to try out Rita’s new emotions at Division Heaven! I can’t wait to
use all of these edits in Edifice see people partake in Nessy’s hard work.
Reward and torture your characters with Regrowth Options!
Ever wanted to have accessories that caused you to recover MP when killing foes, or built your TP as you dodged to help out rogue-type characters? Think it would be cool to cause White Mages to regenerate a little MP whenever they fully heal an ally, or for the Berserk state to build more TP with each hit while damaging the attacker’s HP? Maybe you want an enemy that will kill itself if it ever misses with an attack?
Now you can have those, and so much more! Reward your players for fulfilling certain conditions in order to grow their HP, MP and TP – or punish them with the ability to make evil new states.
Special thanks to YF for letting me build off of his TP Manager, which works perfectly alongside this for incredible TP customization!
I have fixed Elemental Booster, so now items work in the menu properly.
I’ve also uploaded (finally) Extra Enemy Actions! Use it to make enemies have bonus actions each turn (more than originally allowed by Ace, anyway). It’s designed for use with the Free Turn Battle system by Yanfly, but should work with most battle systems in general.