The weapon and armour tabs are essentially the same. The only thing I wished they brought back were item charges from RM2k and RM2k3 (where you can use an item multiple times before it’s consumed).
Area of Effect, like skills, now has 4 random enemies to target as an option.Item Type is separated between Normal Items and Important/Key Items.
Always a plus especially since you can use text codes with them now. Items haven’t changed much and aren’t too different from skills. Wished there was a more streamlined way of modifying that. The one thing that does bug me though, is how stat buffs have set icon locations (unless modified within the script).
Notice in the lower left corner, you can now see what icon ID is used! Woo! Now, I can finally retire Iconviewer, which has been in all the VX Yanfly Engines for the longest time. No steal effects, too…īefore we move on and look at other tabs, I do want to point something out with the icon selector. While I’m generally one who doesn’t like imposed limitations, I think this one’s for the better actually. I also like the limitation of one element type. On Use Effects enable skills to add/remove status ailments, add/remove buffs/debuffs, even learn other skills, call common events, and more.Probably for good reason, too, as multi-element skills tend to suck. Elemental attributes are now limited to just one attribute.For example, sword skills can only be used when a sword is equipped. This is great and can be utilized with a lot of different mechanics. Hit type is now separated to On-Hit, Physical, and Magical.Predetermine the number of hits a skill will do.Area of Effect now allows you to target 4 random enemies.MP costs are a no brainer, but TP costs are new and work as a new skill currency. The skill type determines what skill command the skill will fall under.Help descriptions are now two liners! You can also use text commands such as \c to change colour and whatnot.The skills tab! Quite a lot of things have changed here.
Makes class changing systems more meaningful than just learning different skills (which was the case in VX). I also do like how stats are managed in the class tab instead. While yes, the actors will gain the trait of whatever class he/she is, the actor ought to have some original stuff for him/herself, too. I like what they did by separating class and actor traits.
I’ll probably abuse that in a future script.