In Media Res
Dont Talk w/me til Ive had my Dopamine
Oh, hey, I guess I should post this here and not in some random thread. Y'know, because we have a whole section for design notes in which I can post notes on my designs. Derrrrrp.
1) Player HP and monster damage has been multiplied by *1/1.4.
This is just to make healing effects relatively more effective.
2) Potion revamp!
## Drinking a red potion heals you 2*0.85*((10.5 + 1.125*Level + 0.0075*Level^2) + (1 + 0.066*Level)*END/16) HP, with a 10% chance of that END/16 being replaced by END/16 + LUK*3/16.
## Drinking a blue potion heals 2*0.8*(38.1 + 2.3375*Level + 0.01125*Level^2) MP.
## Guardians heal *1.05 of the listed amounts.
## The option to double-drink potions has been removed, for now at least. It may return in the future.
Now, drinking one potion should heal about two rounds of damage. Maybe more, based on Update #1.
3) Monster SP bar now glows when the monster is going to use its skill on the next round.
## The "should I glow?" AI is based off a copy of the code we've been using for monsters for the past ~4 years, so it probably won't work on monsters older than that.
Thanks to Anim for inspiring this idea!
I'm also working on another of Anim's suggestions - a way to switch out your inventory in between battles, both so that your character won't be blocking the art, and also to make it easier to deal with traps. It still needs some more thorough testing, but except it for v39.3!
< Message edited by In Media Res -- 3/26/2015 18:32:13 >