Posted: Fri Jul 28, 2017 4:07 am
You can do it with engine modifications - yanfly.moe has a mod that lets you change it to whatever size you like. However that does require also shifting the size of various bars and gauges (because the screen just assumes it only needs to fit up to four of these), as well as adjusting where everyone stands on the field. It will take a bit of effort on your part to make things fit nicely on the screen.
Also there's the option to let you swap party members in and out of the active team (either at the start of a round, or on a character-by-character basis if you are handling turns that way). You know, the FFX thing.
Without mods? No, the core game doesn't do that.
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New changes made and tested:
-Now Legs and Tail are entirely different slots, rather than different equipment types for the one Legs slot. Everyone shows both on their Equip menu, but the N/A one is greyed out.
-You can't put icons in the names of items for them to immediately stand out, so I'm not doing that any more. This didn't break the game, it just meant the names of recipes had some nonsense text. This is no longer the case.
-Enemies don't have Passive effects, because I tested and those don't go away when dispelled/stolen - basically, the effect is ended for them, and then because it's Passive it starts up again straight away. So it's less Stealing effects for the Rogue, more copying, and the RIAA would be very angry about that. So instead, an event triggers at "turn zero" (after initialisation but before inputs), or when the enemy arrives (for reinforcements) to give those status effects to them. Now when you dispel Regeneration on a Troll, it flat-out loses Regeneration.
Yes, I'm okay with that being a thing that happens. Adding to the tactical opportunities within the game is more important than remaining true to D&D.
Also there's the option to let you swap party members in and out of the active team (either at the start of a round, or on a character-by-character basis if you are handling turns that way). You know, the FFX thing.
Without mods? No, the core game doesn't do that.
---
New changes made and tested:
-Now Legs and Tail are entirely different slots, rather than different equipment types for the one Legs slot. Everyone shows both on their Equip menu, but the N/A one is greyed out.
-You can't put icons in the names of items for them to immediately stand out, so I'm not doing that any more. This didn't break the game, it just meant the names of recipes had some nonsense text. This is no longer the case.
-Enemies don't have Passive effects, because I tested and those don't go away when dispelled/stolen - basically, the effect is ended for them, and then because it's Passive it starts up again straight away. So it's less Stealing effects for the Rogue, more copying, and the RIAA would be very angry about that. So instead, an event triggers at "turn zero" (after initialisation but before inputs), or when the enemy arrives (for reinforcements) to give those status effects to them. Now when you dispel Regeneration on a Troll, it flat-out loses Regeneration.
Yes, I'm okay with that being a thing that happens. Adding to the tactical opportunities within the game is more important than remaining true to D&D.