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Author Topic: Character swapping in battle  (Read 2917 times)
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Fox
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« on: June 07, 2016, 12:05:12 AM »

Now time to discuss a mostly trivial feature that didn't really exist in GS unless you had 5+ PCs. (But you had to swap them with the back party to do so.)
Should it be possible to change the order of PCs in battle? (Even if you have four or less PCs.)
Should it use up a turn, or be freely available to change each round without cost?
Why or why not?
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« Reply #1 on: June 07, 2016, 04:38:29 AM »

I don't entirely like the way GS does it, yet it works or can work well enough for the most part. The main thing I would change is to have it be a character-specific action rather than a general free move (or at the very least make it so the character that is switched in can't act that turn). That way most of the strategies that currently exist can still be utilized while making it harder to be cheap. I also like the idea of making the same apply to the standby party when they are switched in, so whatever enemies you are fighting have a lesser chance of being suddenly disadvantaged.

PC order in battle: Doesn't really make sense, especially with four or less. Anything it would actually do for you is negligible with the added bonus of "why are they willing to awkwardly shift around in battle, yet completely unwilling to break the turn-based aspect of it?" Maybe if order actually made a tangible difference beyond things like AI or equal speed checks, but then the question is what that difference should be.
« Last Edit: June 07, 2016, 04:46:24 AM by Lord Squirtle » Logged

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« Reply #2 on: June 08, 2016, 07:15:01 PM »

Is it just me, or did nobody ever had to switch characters in battle except at Dullahan?
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« Reply #3 on: June 08, 2016, 08:21:43 PM »

I did everytime a boss used djinn rage or it's single target variant.
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« Reply #4 on: June 09, 2016, 01:47:57 AM »

Rarely, because it's generally a waste of time when most battles end in a couple turns or so. It would be nice if battles in new areas lasted longer until you are almost done said areas.
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Today at 12:17:52 AM
Fox: (e.g. The process of reomving, replacing, adding, and/or moving around current ability effects to other index numbers.... ETC.)
Today at 12:15:33 AM
Fox: Or an Ability Effect editor, even.... But I imagine most of those would involve have patches applied to help with compatibility, and what not.?
Today at 12:10:36 AM
Fox: Hm. Oh! Did Atrius's Editor contain code from the April Fools version? Might be cool to have that, I'm guessing? - And yes, tools... even specific feature tools... Like an Intellect Editor, maybe.... If it was practical. (Not saying doable, but practical.)
Yesterday at 11:58:08 PM
Lord Squirtle: And yeah, "far less user-friendly" as an argument relies on the current lack of tools that could make using that easier.
Yesterday at 11:57:26 PM
Lord Squirtle: Since the GS editor is actually slower than using a hex editor is when it comes to classes, especially if you are mostly copying or tweaking existing classes to make full lines for them.
Yesterday at 11:56:18 PM
Lord Squirtle: Well I mean, it's the kind of effect that could easily be applied to a number of abilities if one wants. Having to open up a hex editor to use it for each of those abilities would take some time, and wouldn't really be as worthwhile as it can be for classes.
Yesterday at 11:50:27 PM
Fox: Far less user-friendly? Hm? I would say it depends on the tools/and such... For example, still haven't gotten my Exporter project done....
Yesterday at 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
Yesterday at 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
Yesterday at 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)
Yesterday at 08:03:06 PM
Fox: Well, 0-255.
Yesterday at 08:02:53 PM
Fox: The max probably being 255.
Yesterday at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Yesterday at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Yesterday at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Yesterday at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Yesterday at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Yesterday at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Yesterday at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Yesterday at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.

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