Still working on the battle system. It’s gonna take some work, but I’m making progress. Part of the work is just making it not look bad, the rest is making it work like it should. Which it doesn’t really like to do.
MP Regeneration doesn’t seem to like me, and of course isn’t in RMVX by default. So instead of automatically regenerating MP, Tisa will defend to recover MP. This is a greater amount but she does have to waste a turn doing so. She has 100 MP (and always will), starts the battle with 55 MP each time (so there’s no need to conserve MP for a later battle), and recovers 25 MP when she defends. There’s also Energy drinks that recover 50 MP if needed, but those are limited in supply.
Karen alllmost has her limit burst meter working. The problems I’m having with her are: A) She does not start with 35 LB each battle, only the first one. I need to find out why this is the case. and B) Her battle HUD shows the MP bar still (along with the LB one). That one I haven’t really gotten around to fixing though.
Vivian uses ammo for her shots, except for one gun which is her backup. It’s verrry weak so you only want to use that if you have nothing else. The problems I’m having with her are about the same, I need to get rid of her MP bar and place the 3 types of ammo there instead.
I also want to change how the names are displayed, so they’re displayed vertically instead of horizontally. That is fairly hard to modify though, I’ll try to figure it out sometime.
I worked on the menu too, you have 7 equipment slots for skills. These are not always single skills, sometimes they can have multiple skills. I was going to make a point system to restrict what kinds of skills you can equip (the stronger skillsets costing more), but it was a pain to balance and I didn’t want people getting rid of all the lower level skillsets just to have one higher level skill to spam.
Once that’s done, I’ll just add in all the skillsets, work on the database and then finally start with the game itself. I hope it’ll be much faster when I get to that point!
I also plan to have enemy group size be Dependant on how close enemies are to each other. So each sprite would be a single enemy, and if another sprite is close by, then it’ll be in the enemy group as well. So I can have traps and stuff effect this as well, like stunning an enemy so you can pick off another one before it gets too close, or make one temporarily run away, things like that. Then to see if RMVX can actually manage that with just events.









