Okay I convinced me
http://puu.sh/3kAqM.zipRequires .NET 3.5 and XNA 3.1 to run
.NET:
http://www.microsoft.com/download/en/details.aspx?id=21XNA:
http://www.microsoft.com/download/en/de ... x?id=15163If you're running Windows 7, you probably already have the .NET requirement
Things to note:
You may have 3 of the Mane 6 in your party by using the Add/Remove Ponies option on the main menu
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Don't use Pinkie Pie. Unlike all the other characters, you can't give her orders and I haven't coded her AI, so she will do nothing
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Maybe don't use Fluttershy. Fluttershy can only attack when enraged (having her friends downed in combat) and
I'm pretty sure I didn't code that eitherOn the status screen, pressing 'L' will level up your character
Inventory is not shared. If you buy an apple pie for Twilight, Rarity can't use it. Twilight would have to give Rarity the apple pie outside of battle beforehand.
Most items don't do anything. The ones that recover HP work though.
You can give a character Ability Points (used for learning skills) by pressing A (I think it's A) on the skill tree menu. However,
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Skills currently do nothing and most of them haven't even been imported/formatted.
In order to run from combat, the following criteria must be met:
- All characters have 0 control-interrupt status ailments (not dead, not confused, not petrified etc)
- All characters (other than Pinkie Pie) have their ATB gauge filled
When the above criteria is met, the boot icon will appear
Don't click the mouse in combat. It will make the current character run toward where you clicked. I forgot to remove that. It's just odd.
There are a couple of bugs (eg field menu doesn't index properly if you don't have magic unlocked) but whatever
CONTROLSEscape - Pause
Arrows - Move
D - OK/Select things.Talk to other things.
W - Open field menu
S - Cancel selection/Back out of current menu
Q,E - Tab through characters (as long as they're a valid selection)
So here's a thing about battle:
The things on the right that have each of the characters faces are called Battle Cards. The largest battle card (Twilight in this image) is the one that's selected. Use Up/Down to change the selected character, and left/right to switch between commands. The commands are: Attack, Skill, Defend, Item, Run, ??? (6th item not implemented, super secret 7th item EXTRA NOT IMPLEMENTED)
Once again, skills don't work, so don't use them.
Here's a character class run-down for you:
Twlight: Mage/Nuke class. Heaviest damage-dealer if she has SP, kind of shit if she doesn't. Very useful against bosses, but requires SP consumables to be consistently useful. Capable of slotting commands ahead of ATB-Gauge filling (nope, not implemented) and by stacking commands, can do more in a single turn than other characters (still onpe)
AJ: Tank. She can defend more efficiently than other characters and can actually defend other characters (no she can't I haven't implemented that)
Dash: Attacker, Stunner. Distracting little gnat. With high end-user maintenance and skill, she can dodge attacks better than other characters. She's also the fastest and can interrupt enemy attacks in a pinch.
Rarity: Healer, Single-character buffs. Fragile, but has the ability to deflect enemy aggression either to her allies or even her enemies. Slowest character in the game, since she doesn't feel like running. Occasionally chooses to ignore dealing physical attacks because it's barbaric.
Fluttershy: Primarily a summoner, but gains significant stat bonuses whenever allies are downed in combat
Pinkie Pie: Party Buffs, enemy party debuffs, and all sorts of little quirks and behaviours I'm not even going to bother explaining. She causes a few "divide by zero" exceptions even in prototyping. Don't use her; she doesn't work
Enemy attributes can be modified in the Content\battledata\enemy.mlf file (it's just text, and no, it's not a MILF extension). Random encounters are ALWAYS 1 debug robot because I guess I commented out the stuff that generates a random number of them