3/21/19

The States of My Thoughts

Did I ever mention the time I wanted to have a state provide different colors depending on the attacker?  Just in case I haven't, how it goes would be that a red spider makes red webs and a blue spider makes blue webs.  It sounds simple...I would need to tag how an enemy with a certain color, then I would need to apply that color to the actor upon an attack, specifically one that applies the state.

And I did it.  It's currently mixed in with Himework's State Faces and other mods, but for that state, I simply need to return a modified character index instead of a certain one if the current state is a "Color State". 

It also makes me wonder of an alternate of this idea, but by assigning a the index based on the current "state" rather like if rope was tied around someone in a suit versus in a dress.  

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Anyway, I think I know why my Event-To-Event didn't work before: The type of data entered into notetags are sensitive.  I entered the data as /d+ which is good for making numbers.  However, my previous notetags from other scripts uses /w+ to capture strings.  Considering I was trying to use strings to determine which events can interact with each other and which self-switches they turn on, I did not realize I was using the wrong notetags.  I will have to get the code again, though I don't know if I need it in my current project.

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What is the trade-off of Power?  The Smash Bros Spirit Power is an interesting concept, and from a simple standpoint, having more Power than your opponent means more damage but less rewards.  This also makes the opposite true, where fighting with less power means more rewards and less damage.

And to take the concept further, what would you do for Power?  If there was a necklace that could make your party Powerful but takes out the one who wears it, would you equip it?   If there was a "weak" amulet to cut your MP cost, is it better than raw Power?   And if some Power can be added on the side, would you use them to improve your odds or would you inhibit yourself to gain more?

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What is currency good for?  If it were for Grade or Casino, it would be easy to acquire certain prizes.  But if it is not the only currency being used during the game, how would you handle it?  And how would you spend it?  I mean, I already figured out how to turn Gold into separate currency and integrate the prices into the shops, but how would each currency be used?

My current guess is that Gold itself is used for basic items and an entry fee, halved if the player loses and returns to town and can be earned by "deeds" in town.  The other three currencies represents an "element" and is used to buy the good stuff or to convert into Gold.  That is the basic plan...I should also make a copy of the message-gold window for those variables later.

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Also, it turns out that passive states work with state graphics.  Took me that long to find out.

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