![]() Some enemies will only be Pressured under specific circumstances, like taking damage from elements theyre weak to, or only when States are applied. ![]() TP increases the more a unit takes damage, misses attacks, and generally does bad in combat, while TP is lowered whenever you dodge attacks, Defend (and while defending), kill an enemy, win a battle, apply states to an enemy, ect. ![]() Maximum TP is set to 200 and a set of "Pressure" states are set as global passives and automatically activate whenever TP reaches intervals of 50. How it's works is using Yanfly's Enhanced TP Modes and Global Passive States as the foundations, as you guys would probably expect by now when TP is involved. Think Darkest Dungeon's "Stress" mechanic, but less intensely deadly and being more of a system that can turn the tide just as much as it leads to getting your ass kicked and turns wasted. Ive been working on a system currently called the "Pressure" system, which changes TP as a resource into a representation of the character's general wellness and mental state, along with showing how they get increasingly more dangerous and desperate in combat even as they're weakened. SO BIT OF A LONG POST, but Ive got a great idea and solid foundation, but need some help with it hope this gets some traction!! Im kinda long winded and repeat myself a bit more than I like LOL but Id love to get some input!!
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