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(1 edit) (+1)

Do you plan to add a feature where it calls a different skill based on success? Like if you succeed it calls skill 11, but if you fail it calls skill 12?  I'd like to have an attack that grants a buff effect if you succeed, but if you fail, you still perform the action, just not with the buff effect added. Also, when I change the x and y values of the display for the timed attack (core) and (buttons), they don't seem to relocate at all and just stay below the character. Would it be possible to give us the option to set specific locations of these ui elements rather than just anchoring them to just the user? I'm using the MV version of this for any additional info.

I'll consider this in the future when I get the opportunity, it's a nice idea.