Post interesting equipment you have made here

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Exactly what it says on the title; Post interesting equipment you have made. These could include equipment with unique stats or a completely new type altogether.

Here's one of mine.

Turtle Shield

Effect: Decreases all physical damage taken by 25% but must be worn with two hands, preventing a weapon from being equipped.

In my game, there is a class that can't equip shields but they can equip bullets instead. There are bullets that increase crit rate, increase attack rate, and so on.

What have you guys come up with?
 

bgillisp

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So far I have the following:

Bikini: Zero protection, but because more skin is exposed to the air, increases Maximum MP. Maximum MP + 50%, Small chance to Charm an enemy if you attack them while wearing this.

Arctic Goggles: +15% to hit, reduces chance of the Blind state to 25% of normal.

Dark Regeneration: Regenerates all your HP every combat round, but cuts your HP to 8% of normal. (Can be handy if you can raise  your max HP via other methods to cancel out the curse).

Numbers are still subject to change as the game is not fully balanced yet.
 
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captainproton

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Velocibriefs : Speedos-type swim suit equippable only by male characters. Low physical defense, but they raise agility, lucky, and defense against water attacks.

Mermakini : female equivalent of the Velocibriefs, looks like a seashell bra

Bunny Suit : raises agility and evasion, but also your target rate

Moggy Mittens: cat paw gauntlets

Dazzle Dress: sequined gown which randomly casts Magic Reflect

Bad Penny: coin-like boomerang which lowers luck

Muscle Shirt: " a swell top for swole dudes;" weak defense but raises attack
 

AceOfAces_Mod

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Currently Arm Guards (reduces the chances of poisoning) and Dragon Slayer's Armoured Gloves (increases Defence).
 
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Eschaton

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I thought about allowing the player to "equip" a paper copy of the setting's constitution onto actors.

Doing so would protect the actor from having items stolen from them. The idea is that "the law protects them."

The description would be "this is an RPG, you can equip anything."
 

Jeneeus Guruman

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Just simple arrows. But those arrow's quantity will be decreased for every attack, either normal attacks or bow skills. And arrows have bigger damage added than bows.

Also just simple bows and has a very small attack damage added and that's what arrows are for. In my game, if a bow user runs out of arrows, he/she will use it as a blunt weapon (used for smashing) instead of not attacking like other games do but then again, has a very low attack.

Heavy Bracers: Doubles EXP (and JP) gained but decreases all parameters by a medium amount. Good for low leveled and reserved (not in the battle party) characters.

Healing Ring: Increase MP cost by half but also increases healing rate used by the user by half. Do not be confused with healing rate received (AKA "Recovery Rate" in the database) which is NOT the effect of this accessory.
 

hiromu656

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In my game, all characters have their MP capped at 3. One item, Witch's Earrings will decrease your MAT and MDF however will give you an additional pt of Mana.

A weapon that works with the low MP cap, is (Haven't settled on a name) it makes it so basic attacks with the weapon spend 1 point of Mana, but restore 1 pt of Mana to your other party members.
 

Alistair

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Gold coin: Raises drop rate by 50%.
Thorn ring: Enemies will receive 50% of damage they deal to the battler equipped with the ring.
Dancer's Ribbon: Halves the probability of receiving a negative state. [This is basically a weaker version of the famous Ribbon]

Gold Crown: Gold received after battle is doubled.

Blood Amulet: Doubles Max. HP.

Essence Amulet: Doubles Max. MP.

Magician's Hat: Raises MAT by 40. Incoming Magical Damage is decreased by 20%.

Cat Nip [using my script]: Once HP falls below 25%, all damage dealt by the carrier raises to 9.999.

White Magician's Necklace: Allows carrier to use White Magic. [This enables other classes to act like healers at the same time]

Black Magician's Necklace: Allows carrier to use Black Magic.

Ring of Growth: Triples received EXP.

Core of Defence: Raises all defences by 50%.

Some of these sound awfully overpowered at first, but you only have limited slots. Even if you chose the Blood Amulet, your DEF/MDF may still be pretty low, which will result in losing HP quickly. :)
 
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bgillisp

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I didn't see the post on types, so here is a type in my game.

Weapon Type: Pom-Poms (for the Cheerleader class). The characters react to the idea of these being a weapon about like we would at first, with one of them asking how are these even a weapon? The cheerleader then says come closer, I'll show you. The Pom-Pom grants 2x attacks, lower ATK than an equivalent base weapon and higher MAT than an equivalent base weapon, plus they give a boost to AGL and DEX (I replaced luck with DEX in my game, and DEX affects your to hit stat). Basically, they are meant to be a quick strike weapon that does low damage, but due to the high AGL can be equipped by a spellcaster so they will act first in battle.

Another weapon type: Megaphone. Hits all enemies with a sound attack. Lowest ATK of all the weapons though as it hits all enemies.
 
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Gold coin: Raises drop rate by 50%.

Thorn ring: Enemies will receive 50% of damage they deal to the battler equipped with the ring.

Dancer's Ribbon: Halves the probability of receiving a negative state. [This is basically a weaker version of the famous Ribbon]

Gold Crown: Gold received after battle is doubled.

Blood Amulet: Doubles Max. HP.

Essence Amulet: Doubles Max. MP.

Magician's Hat: Raises MAT by 40. Incoming Magical Damage is decreased by 20%.

Cat Nip [using my script]: Once HP falls below 25%, all damage dealt by the carrier raises to 9.999.

White Magician's Necklace: Allows carrier to use White Magic. [This enables other classes to act like healers at the same time]

Black Magician's Necklace: Allows carrier to use Black Magic.

Ring of Growth: Triples received EXP.

Core of Defense: Raises all defences by 50%.

Some of these sound awfully overpowered at first, but you only have limited slots. Even if you chose the Blood Amulet, your DEF/MDF may still be pretty low, which will result in losing HP quickly. :)
How did you make the thorn ring?
 
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Alistair

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With Yanfly's Lunatic States. If you're interested I can give you the snippet.
 

Alistair

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I wrote the snippet so I guess you don't have that one.

Just paste this above the part where it says "Stop editing past this point". That's somewhere around line 188 I think.
 

when /THORN_PERCENT[ ](\d+)[%]/i return if @result.hp_damage < 0 subject = SceneManager.scene.subject thorn = (@result.hp_damage * ($1.to_i * 0.01)).round if subject.actor? target = subject end # if if subject.enemy? target = $game_troop.members[subject.index] end # if target.perform_damage_effect text = sprintf(YEA::BATTLE::pOPUP_SETTINGS[:hp_dmg], thorn.group) target.create_popup(text, "HP_DMG") target.hp -= thorn target.create_popup(state.name, "WEAK_ELE") target.perform_collapse_effect if target.hp <= 0 when /THORN[ ](\d+)/i return if @result.hp_damage < 0 subject = SceneManager.scene.subject thorn = $1.to_i if subject.actor? target = subject end # if if subject.enemy? target = $game_troop.members[subject.index] end # if target.perform_damage_effect text = sprintf(YEA::BATTLE::pOPUP_SETTINGS[:hp_dmg], thorn.group) target.create_popup(text, "HP_DMG") target.hp -= thorn target.create_popup(state.name, "WEAK_ELE") target.perform_collapse_effect if target.hp <= 0This will enable your states to have two different thorn effects.

Place one of these into the state's notebox:

<shock effect: thorn x><shock effect: thorn_percent x%>The first one will return x damage to the attacker.

The second one will return x% of the damage dealt back to the attacker.
 
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I wrote the snippet so I guess you don't have that one.

Just paste this above the part where it says "Stop editing past this point". That's somewhere around line 188 I think.

when /THORN_PERCENT[ ](\d+)[%]/i return if @result.hp_damage < 0 subject = SceneManager.scene.subject thorn = (@result.hp_damage * ($1.to_i * 0.01)).round if subject.actor? target = subject end # if if subject.enemy? target = $game_troop.members[subject.index] end # if target.perform_damage_effect text = sprintf(YEA::BATTLE::pOPUP_SETTINGS[:hp_dmg], thorn.group) target.create_popup(text, "HP_DMG") target.hp -= thorn target.create_popup(state.name, "WEAK_ELE") target.perform_collapse_effect if target.hp <= 0 when /THORN[ ](\d+)/i return if @result.hp_damage < 0 subject = SceneManager.scene.subject thorn = $1.to_i if subject.actor? target = subject end # if if subject.enemy? target = $game_troop.members[subject.index] end # if target.perform_damage_effect text = sprintf(YEA::BATTLE::pOPUP_SETTINGS[:hp_dmg], thorn.group) target.create_popup(text, "HP_DMG") target.hp -= thorn target.create_popup(state.name, "WEAK_ELE") target.perform_collapse_effect if target.hp <= 0This will enable your states to have two different thorn effects.

Place one of these into the state's notebox:

<shock effect: thorn x><shock effect: thorn_percent x%>The first one will return x damage to the attacker.

The second one will return x% of the damage dealt back to the attacker.
Thanks, I can do a lot with this!
 

bgillisp

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@Alistair: You should post that code snippet in the forums too, I know I can use this (as I can now make my Fire Shield spell I always wanted to), and I'm sure others can to. What are the terms of use?
 

Alistair

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My terms of use can be found in any of the threads I linked to in my signature.
I'm happy that you two can use this. I don't know if a thread just for a code snippet would be justified.
 
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My terms of use can be found in any of the threads I linked to in my signature.

I'm happy that you two can use this. I don't know if a thread just for a code snippet would be justified.
Maybe you could make a thread for stuff people have made with the lunatic engine! That'd be neat.

Getting back on topic, another one of my classes, the fanfic writer, also has an alternative to shields: Ink. 

Ink modifies the cost of the user's spells. For example, there is one that increases cost as well as power, and one that does the opposite. Any more ideas for that mechanic?
 
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theheroforgaming

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Gold coin: Raises drop rate by 50%.
Thorn ring: Enemies will receive 50% of damage they deal to the battler equipped with the ring.
Dancer's Ribbon: Halves the probability of receiving a negative state. [This is basically a weaker version of the famous Ribbon]


Gold Crown: Gold received after battle is doubled.


Blood Amulet: Doubles Max. HP.


Essence Amulet: Doubles Max. MP.


Magician's Hat: Raises MAT by 40. Incoming Magical Damage is decreased by 20%.


Cat Nip [using my script]: Once HP falls below 25%, all damage dealt by the carrier raises to 9.999.


White Magician's Necklace: Allows carrier to use White Magic. [This enables other classes to act like healers at the same time]


Black Magician's Necklace: Allows carrier to use Black Magic.


Ring of Growth: Triples received EXP.


Core of Defence: Raises all defences by 50%.


Some of these sound awfully overpowered at first, but you only have limited slots. Even if you chose the Blood Amulet, your DEF/MDF may still be pretty low, which will result in losing HP quickly. :)





 


How did you make the Gold Crown? I've been looking for something like this!
 

Niten Ichi Ryu

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Lucy, A rifle for a cattle punk game. 


Upgradable magazine, scope, trigger. 


Use special bullets for skills. 


As it belongs to a borderline outlaw bounty hunter, full name is Lucy Lawless...


Pump up Boots, Steam punk leg prothesis. Can use special types of aether cartridges to boost speed, and use a special skill that will launch it user up in the air, adding momentum to a falling axe strike. 
 

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