Enemy weight

CWells

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Have you ever considered recognizing weight in your game, for spells or other things?

I think I'm going to use weight and size in consideration when making certain effects. Like, bats are more vulnerable to stunning spells, or spells that push back, while a behemoth may be near immune to such things. Hmm...
 

Tai_MT

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Easily enough done without trying to figure in "weight" and "size".  Just have to add in immunities and resistances according to monster.  No different than how people do things now.
 

Probotector 200X

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I thought about using one of those Extra Stats scripts to have a Weight stat before. And most armor increases your weight...

With States, it's pretty simple.

But if you want it in the damage formula (like Low Kick in Pokémon) It could be done with "Elements" yes...But there's nowhere to see it. Still, I'd rather make that kind of thing an elemental, rather than a stat. Of course, that still needs a script if you want say, a Water attack that hurts enemies more the heavier they are, or a Wind attack thats more effective on lighter foes.
 

Clord

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Script would be really needed if you can affect to this supposed "weight" during combat or heavy eventing.
 
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Mon Dez

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I usually use variables when it comes to the weight mechanics for my game. Usually like have a variable for "x" enemy weight and have a conditional branch.
 

senpoRiot

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i considered it once. like the heavier the equipment of your character, the lower speed it has.
 

estriole

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Since LUK is rarely used anyway. Why don't just change it to weight. So you can use it in formula. No need for script. For equip heavier mean less agi. Just give agi reducing in each piece of equipment.
 

Tai_MT

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Since LUK is rarely used anyway. Why don't just change it to weight. So you can use it in formula. No need for script. For equip heavier mean less agi. Just give agi reducing in each piece of equipment.
Whomever rarely uses "LUK" in their games as a stat, really isn't using it correctly.

It's rife with ideas for fun skills and events on the map screen.  I've even turned it into a "defensive" stat that blocks against "agility" skills.

If your personal RPG won't be using "Luck" though, yeah, it's a good idea to change it into something else.  They are just names on random stats.  They don't have to be what the defaults are.  You could even event them as things like Hunger and Thirst if you so desired.
 

CWells

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I would like to know more of how you use LUK for maps Tai...

But yes, to answer your very first post in this thread, I'm already doing that, based on what the enemy is meant to be.
 

Tai_MT

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I have two classes that are basically "thief" skillsets.  There's "Steal" which is where you can unlock chests and doors without a key.  Opening the chests typically loots a single medium to semi-rare item from the chest.  A variable that tracks the LUK stat for this character plugs the stat into a formula that determines "success" or "failure" or even "which loot do you get?".  My second skill is called "Pillage", which works like Steal, except it determines how many low to medium items you get from a chest as well as if you rolled high enough for the "super-rare" loot in the chest.  Failure on any of these tables "destroys" the loot.

Likewise, I've also coded a few events that only show up when LUK is at or above certain thresh holds.  The way a few of my Quests unfold is also somewhat determined by the LUK stat (keep in mind, these Quests aren't completed with luck and you aren't given the best outcomes with luck... it's just that luck can sometimes nullify some of your mistakes and play out the events a little differently).

I imagine you could do other things with it as well, like if you have some kind of gambling in your game, you could factor in the stat.  You could also factor in chest drops just from that stat alone.  You could even have it factor into whether or not a field skill succeeds (like jumping a cliff edge or something).

There's a lot of things you can do with LUK, but there aren't many people who consider those options, and I have no idea why.  I rather enjoy using it :D
 

Engr. Adiktuzmiko

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during my test trials in the maker, whenever I need a custom stat, I start out with renaming LUK... 

as for the weight part, as long as they don't change during the game, you could very well mimic it using traits (setting immunities and resistances to states etc)...
 

Probotector 200X

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Random thought I had today: Weight as a stat, would be perfect for a sumo-wrestler character! Isn't that really important in Sumo? Controlling your weight and manipulating your opponents weight? Sumo RPG go!

Also, maybe have some "arena" events that only characters of certain weight classes get. You know, weight classes in boxing and other fighting events? Sure, you could have that with variables and stuff, but it would be cool if it was a stat you could easily see, and change. (for example: if food is your healing items in your RPG, how about donuts raise your weight stat while celery lowers it? lol)
 

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