RuneKingThor
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  • Sometimes I wonder if I feature creep... 225 magic spells is a lot lol.
    • Haha
    • Wow
    Reactions: Solr and Nenen
    cthulhusquid
    cthulhusquid
    In my in-progress post apocalyptic game, there is currently around 110-120 food/drink items, around 50 medical items/drugs/alcohol, around 50 ammunition types (not including dud rounds, new ammo boxes, and old ammo boxes for all of these), and around 120 junk items for selling for a rough estimate. I haven't included my armor or weapon count because those are fairly incomplete.
    Ninjakillzu
    Ninjakillzu
    @RuneKingThor Mainly by caliber (which affects damage) and the amount of ammunition they hold, but since I'm using a DnD inspired system, also stuff like different attack bonuses, effects that can apply with DC checks, critical threat range, and bonus damage.
    RuneKingThor
    RuneKingThor
    @Solr As of right now, some spells will be hidden and gained via quests. Otherwise you will be able to buy them with job points as you gain levels and combat enemies.

    @Kes It shouldn't be too bad, not everyone can can get every spell. UI will be a pretty big deal to make sure menus aren't tedious.
    For those with up to 9 elements of magic; how do you structure your database. By element? Or by what is offensive vs supportive spells?
    ATT_Turan
    ATT_Turan
    I've never tried to plan out every skill in my game before I start creating stuff. Since the location in the database's list doesn't affect anything except the order they're listed in the skills page, it suffices for me to put them in the order they're learned.
    Ahuramazda
    Ahuramazda
    I do mine by element and then by the power of each spell as it increases in the list. Makes it neater in the long run for me, but also means you have to make all your skills either in advance or leave blank spaces in case you decide to add extra spells later on for that element. I chose to go ahead and create all my spells/attacks at the start.
    Shaz
    Shaz
    Please ask game related questions in the forum, rather than the status feed.
    • Sad
    Reactions: Jragyn
    I guess I have no idea how to properly upload a custom font lmao. The menu fonts are too damn small.

    Font_Size.PNG
    Nenen
    Nenen
    Something you'de need to change in the code... Is that VX Ace or?
    RuneKingThor
    RuneKingThor
    @Nenen I am using RMMV. I got some Yanfly plugins im wondering if I missed some code to change the size somewhere.
    Shaz
    Shaz
    Please ask for help in the forum. Also note, we have a limit of 2 status posts in a 24 hour period.
    How much armor is too much armor I wonder....
    • Like
    Reactions: lianderson
    RuneKingThor
    RuneKingThor
    Thats pretty impressive, but how different is each mechanically?
    Ahuramazda
    Ahuramazda
    Its a pretty wide variety of stats and effects... you have the general boring stuff where its just +attributes, but then you also have some more interesting effects like Melee attacks can hit up to +4 times, and it stacks for dual wielders. Magic Damage/Healing can hit up to +4 times for no extra MP cost. Pretty much if there is a way to change in in the database there is a Prefix for it :D
    Ahuramazda
    Ahuramazda
    I also have some stuff I had to make specific bits of code changes for in order for it to work like custom HP/MP regen values NOT associated with the databases HP Regen/MP Regen... chance to bypass enemy status effect immunities. For (most) effects there are 5 ranks to them, -100% effect and +25/50/75/100% effect. The -100% effect is the "broken" version of the effect, so an unlucky roll when loot is determined :p
    Man I am learning I am bad at naming armor lmao.
    • Haha
    Reactions: EntangledPear
    EntangledPear
    EntangledPear
    Same. I had to resort to using a fantasy name generator (though I ended up using names from there for weapons and stuck with bronze / iron / whatever other material in armour names).
    bgillisp
    bgillisp
    Deathblocker: Prevents death or your money back!
    Fine print: Must show up in person to claim your refund.
    It might be a little bit boring and tedious, but building that database of armor, items, weapons and skills are super important.
    • Haha
    Reactions: RCXGaming
    RuneKingThor
    RuneKingThor
    Fair enough Froggo, it is something that comes with practice.
    TheoAllen
    TheoAllen
    Mapping is more tedious than databasing. In databasing, at least you should have a reason why you put a certain number in a database and why this or that database of the item exists.

    In mapping though, you put a transfer player event on a map. Then you do the same in the other map so both maps are interconnected. Do it on all maps. It's mindless and boring. I wish there was a function to simplify this process.
    RuneKingThor
    RuneKingThor
    I think you could just make a common event to take care of most of that.
    Banging my head on a wall balancing.
    • Like
    Reactions: Bex
    RuneKingThor
    RuneKingThor
    lmfao I feel that. I was tempted a couple of times last night. I am making a tactical RPG so smaller numbers feel better in my opinion. I have no idea how im going to test the level 50 cap yet.
    Ahuramazda
    Ahuramazda
    Oh... jeez. Tactical games are a lot harder to balance due to low numbers and just how much different they are compared to normal RPG style. I do not want to have the headache you are going for when the time does finally come for super-solid testing. All I will say is good luck!
    RuneKingThor
    RuneKingThor
    Yeah its sadly a big challenge... im probably just going to be stuck with making tiers of enemies to determine what brackets of levels you will fight them in.
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I have a very strong feeling my internet will be hurricane'd, forcing me to work exclusively on my projects. Wish me luck y'all.
Figured I should probably put my badly written RMMV plugins on GitHub or something, idk.
I've been working on plugins to make it easier to incorporate Persona 3's Once More batsys into MV games. One makes it so you can have states automatically applied to the target and/or user when their hit crits or targets a weakness... I could use testers for it, though. Maybe I'll make a thread in the JS Plugins In Development board about it?
Whenever I'm feeling down I like to watch Bardic Inspiration by Deerstalker Pictures
on youtube. Because 'my mockery is Vicious.' It's funny and catchy like the flu.

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