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Post by Guest on Mar 17, 2009 7:31:31 GMT -5
Why not add reflection spell or equipment as reward for defeating Khaer Magnus it wont spoil game because after it wont be any chalenges left.
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Post by DJC on Mar 17, 2009 14:59:21 GMT -5
Why not add reflection spell or equipment as reward for defeating Khaer Magnus it wont spoil game because after it wont be any chalenges left. The reason the Reflect condition was planned for but never actually put in Everlong is because it tends to malfunction an I don't even like its regular behavior. For some reason the way the rm2k3 handles its reflection of skills is prone to crashes. There's also a multitude of monster skills that have special scripting and wouldn't work properly at all with the reflecting; they would crash the game for sure. If reflecting worked correctly and in the manner I preferred target wise, I would have included it in the game as I planned. If you look in the hero battle sprite animations you will see they each have one for reflect. It just didn't work out though.
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Post by Guest on Apr 14, 2009 12:17:10 GMT -5
I just played Hero's Realm by kentona it has ironize reflects all attacks including physical has steal, toss, throw, cast magic twice, nullify physical attacks, summon skeleton and weapon, make potions in battle, weapons that attack three to four times it is made in rm2k3 and didn't experience any crashes.
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Post by DJC on Apr 14, 2009 18:47:53 GMT -5
I'm not familiar with Hero's Realm so I can't comment specifically on its special features or their implementations, but certainly all the things you listed and more are possible in rm2k3. What I am trying to say is that they are not practical in Everlong.
Most special battle related features have to be implemented via a battle event page. This means every battle formation has to have the necessary pages. They can all call the same common event routine, but each battle still has to have the call. Now consider that there are ~1200 battle formations in Everlong. There is no way anybody is going to copy and paste a bunch of different event pages for each one of those monster parties. Not to mention writing code branches for the ~500 monsters in the game for a skill like steal if you wanted items on a per monster basis.
Reflection specifically is a problem because certain types of skills are buggy when reflected, because the hero and monster objects are not identical. And as I mentioned before, the custom monster skills implemented in Everlong have no reflection algorithm; their damage is based on called common events that reference only hero variables. To make them reflectable would be impossible in some cases, and a huge amount of effort in others.
In short it's just too much work, wasn't planned or designed for, and wouldn't significantly add to the gameplay. When you're going to include things like this in a game you want to plan for them at the start.
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