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Rapporter et oversættelsesproblem
timeline where everyone progresses on it based on their initiativ (higher init means you progress faster to your action) and where getting hit would throw you back a bit but fully when you were hit right before executing your action (there was always a window between casting your action and executing it, that same window also was the frame where crits will occur and deal bonus damage)
the battlefield also was set up so that position became important and AOE attacks had to be cast on the right enemy to hit as many enemies as possible.
yeah, still sad about it, was fun though.
but can I change this into a side view battle?
if you use symbols that just take up part of the given space for your skills and items, they overlap in the combat menu if you select items in one turn and abilitys in another one.
really confusing for the user!
used the one included in the steam download!
is this a bug by this system or a possible compability issue?
(also is there something like a bug tracker?)
this was less rng based system for crits in my opinion (you could only crit if the enemy was preparing his attack, which would him throw back to the start of the timeline again)
Credit needed.
What do you mean work with the default UI ?
Programming language is JavaScript
Credit needed.
What do you mean work with the default UI ?
Programming language is JavaScript
also which programming language is used?
I don't know about any tutorials for creating a battle system.
If you know logic structure of MV backend and know how to programming it's no so hard to create a battle system
https://www.dropbox.com/s/gn6ahozbbqdrnki/New22.ogg?dl=0