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Castle Paradox
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Raekuul Delicious!

Joined: 31 Mar 2004 Posts: 641 Location: Nowhere
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Posted: Fri Feb 25, 2011 8:01 pm Post subject: |
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I generally assign weaknesses/resistances/absorptions based on the enemy itself, and not just on some pre-assigned "elemental alignment" like how it is in Pokemon. If I want to make a Birdman (Enemy types Beast, Being) that's also an undead (Enemy types Beast, Being, Undead) and has an affinity for fire (Absorb Fire, Resist Heat, Weak Water, Weak Air), then I can do exactly that under the current system.
I will say this, though. Having 16 elements to choose from would be nice, but it would probably give me a headache trying to not be redundant (and it would really suck if I had to sacrifice enemy typing to get it!)
And as for Hax Ghost/Dark/Wonderguard Pokemon? Meet my Venusaur, Torterra, Forteress, and Lucario. Toxic, Leech Seed, Spikes, Sandstorm, Foresight, Aura Sphere. _________________ A broken clock is still right twice a day. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Feb 26, 2011 5:24 am Post subject: |
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Raekuul wrote: | I will say this, though. Having 16 elements to choose from would be nice, but it would probably give me a headache trying to not be redundant (and it would really suck if I had to sacrifice enemy typing to get it!) |
The limit was later raised to 64 elements. Enemy types are converted to elements, which is likely to confuse some people, because elements work in the opposite direction to enemy types -- you've basically had to sacrifice the old way of editing enemy type bits. But maybe someone will have a good idea for some kind of editor shortcuts to fix annoyances. _________________ "It is so great it is insanely great." |
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