- Joined
- Feb 17, 2016
- Messages
- 125
- Reaction score
- 28
- First Language
- German
- Primarily Uses
- RMMV
Greetings everyone. Let me get straight to the point.
I hate random chance.
Whenever i never get an monster drop, a 99% hitrate misses, an monsters 1% instant death chance hits, or i see a casino in a game, i get a sour face.
And so many games use these! I know that it's easier to use random chance, but i want to do it differently. However, i want to dicuss this matter first, maybe get some tips and hear other opinions.
Thankfully for the enemy drops, yanfly already released a plugin to cure that - instead of an 1% dropchance, i can give a specific monster a certain condition under which it will drop its special item, but 100% of the time. Example: Using an cutting attack on a demon to cut of it's horn, which i get after the battle.
Casinos are easy enough. I don't implement them. No, wait ! I have an better idea. I do implement them, and then let the player burn them to the ground. Yes...
1. STATUS EFFECTS
As for status effects, the problem is a little more complicated, but i think it's doable with yanflys status core and it's extensions, though not 100% (?). Basically, instead of having % chance for an status to hit, i would prefer if any status effect would be "staged".
Imagine the status bar of dark souls.
Example: The [PC / NPC] gets hit with an poisonous attack. The [PC / NPC] chance of getting hit with the status effect is 100% always. The [PC / NPC] loses 5% per turn, per stack. If the [PC / NPC] hits it's opponent again, it becomes 10%, etc. Another example: A [PC / NPC] hits an opposing [PC / NPC] with an sleeping attack, but the character doesn't sleep immediately - instead, he would become drowsy (maybe lose some stats). Only once the sleeping status would reach 50%, the character would become unable to act.
However, how would i implement an defense if the hit chance should always be 100% ? What i would like to implement in my game(s) is a sort of status defense to reduces the effectiveness, not the hit chance. For that to work, the status is reduced to smaller increments, for example one stack would equal one percent health lost.
Example: The [PC / NPC] has an defense of four against poison. When the [PC / NPC] gets hit with the before mentioned poison attack, its effective stack size of five is reduced by the defense of four to an effective value one. Which in turn means that the [PC / NPC] loses 1% of their health per turn.
"Why i don't you choose % defense", you ask. Well, i don't want players to have 100% defense on their [PC] and be done with it. An absolute number is better for deeper and more tactical fights. And if i wanted someone to be immune, i just could give them 500+ and be done with it. Take note that status attacks should be limitless, a poison attack of a green dragon could have 200, then the [PC / NPC] would need an defense of atleast 110 to not instantly die (instead of losing 90%)
As for curing the status effect , the [PC / NPC] cure the status by themselves with the same resistance.
Example: The [PC / NPC] currently is poisoned and loses 6% hp per round. With an status defense of two, they reduce the effect to 4% this round, then 2% the next round, etc. (Maybe let the game maker choose when the defense kicks in, before or after the damage is dealt?)
Having an different value (formula?) for curing and defending against statuses would be optional, but helpful.
Of course healing through other means would use this system too, a esuna spell could reduce an/all status(es) by 30, for example.
All of the above would count for buffs aswell. And implementing exceptions, for example an [PC / NPC] using an ability that makes them immune against magic which doesn't get weaker over time.
2. DODGE BAR
But the greater problem lies for me in the hit and dodge chances. Mostly because i don't see a plugin dealing with my problem anywhere (maybe a workaraound?). Now, what i could do is just give everyone an 100% hitchance and be done with it.
However, what i would like to see is an evolution of the concept, not an negation.
What i imagined is the following:
- Dodging gets it's own "dodge" bar, seperate from the health bar
- the amount of the "dodge" bar depends on the character avoid, but could also be dependant on the characters equips aswell (heavier = less)
- When an opponent attacks the character, the "dodge bar" is reduced instead of health
- when it is reduced to 0, health is damaged instead
- the bar refills per turn, arcording to the characters stamina or another stat (energy if it is a robot, etc.)
- interesting alternative: the bar IS the characters stamina, and the player has to decide if he wants to use it for attacking or defending and/or avoiding
Now, i know that it sounds like. "But that is just like yanfly's energy shield plugin!"
That is where the differences comes in:
- every attack gets its own "hit" stat which is seperate from the damage stat
Example: wide range and fast macross missle massacre has more hit then the slow and narrow megaton punch
- the higher the "hit" stat, the more of the attack will go "through" the dodge, depending on the opponents "avoid"
Example: If the hit stat is higher then the avoid by, say 20 points, then part of the attack goes through (20%?), no matter how full the "dodge" bar is.
- alternatively, the difference in "hit" and "avoid" empties the "dodge" bar faster
Example: Same difference, 20 points, the dodge bar is emptied by the damage dealt + 20% of the dodge bar or damage.
There can be more tactical expansions, a generally slower character can guard, which causes him to use his "dodge" bar to reduce the damage instead of completly avoiding it.
That way, it isn't just another health (shield) bar on top of an health bar, but it's own system with it's own strategic implementations.
Of course you should have the ability to have all three, "dodge", shield and health.
Well, enough rambling by me, i would like to hear your opinions / tips on the matter. If the way i layed down my problem is clear enough and doesn't leave an questions open, and no one knows a way i could implement my thoughts in my games with existing plugins, then i probably will request this as an plugin / extension of an plugin. I would prefer if yanfly would add this to his other plugins (simply because i would prefer to have plugins from only one creator in case of crossover problems and i already use yanflys plugins), and i am willing to pay with cold, hard, cash. Or just give more ******* money, dunno what is better.
In any case, thanks for reading, and for any future input.
I hate random chance.
Whenever i never get an monster drop, a 99% hitrate misses, an monsters 1% instant death chance hits, or i see a casino in a game, i get a sour face.
And so many games use these! I know that it's easier to use random chance, but i want to do it differently. However, i want to dicuss this matter first, maybe get some tips and hear other opinions.
Thankfully for the enemy drops, yanfly already released a plugin to cure that - instead of an 1% dropchance, i can give a specific monster a certain condition under which it will drop its special item, but 100% of the time. Example: Using an cutting attack on a demon to cut of it's horn, which i get after the battle.
Casinos are easy enough. I don't implement them. No, wait ! I have an better idea. I do implement them, and then let the player burn them to the ground. Yes...
1. STATUS EFFECTS
As for status effects, the problem is a little more complicated, but i think it's doable with yanflys status core and it's extensions, though not 100% (?). Basically, instead of having % chance for an status to hit, i would prefer if any status effect would be "staged".
Imagine the status bar of dark souls.
Example: The [PC / NPC] gets hit with an poisonous attack. The [PC / NPC] chance of getting hit with the status effect is 100% always. The [PC / NPC] loses 5% per turn, per stack. If the [PC / NPC] hits it's opponent again, it becomes 10%, etc. Another example: A [PC / NPC] hits an opposing [PC / NPC] with an sleeping attack, but the character doesn't sleep immediately - instead, he would become drowsy (maybe lose some stats). Only once the sleeping status would reach 50%, the character would become unable to act.
However, how would i implement an defense if the hit chance should always be 100% ? What i would like to implement in my game(s) is a sort of status defense to reduces the effectiveness, not the hit chance. For that to work, the status is reduced to smaller increments, for example one stack would equal one percent health lost.
Example: The [PC / NPC] has an defense of four against poison. When the [PC / NPC] gets hit with the before mentioned poison attack, its effective stack size of five is reduced by the defense of four to an effective value one. Which in turn means that the [PC / NPC] loses 1% of their health per turn.
"Why i don't you choose % defense", you ask. Well, i don't want players to have 100% defense on their [PC] and be done with it. An absolute number is better for deeper and more tactical fights. And if i wanted someone to be immune, i just could give them 500+ and be done with it. Take note that status attacks should be limitless, a poison attack of a green dragon could have 200, then the [PC / NPC] would need an defense of atleast 110 to not instantly die (instead of losing 90%)
As for curing the status effect , the [PC / NPC] cure the status by themselves with the same resistance.
Example: The [PC / NPC] currently is poisoned and loses 6% hp per round. With an status defense of two, they reduce the effect to 4% this round, then 2% the next round, etc. (Maybe let the game maker choose when the defense kicks in, before or after the damage is dealt?)
Having an different value (formula?) for curing and defending against statuses would be optional, but helpful.
Of course healing through other means would use this system too, a esuna spell could reduce an/all status(es) by 30, for example.
All of the above would count for buffs aswell. And implementing exceptions, for example an [PC / NPC] using an ability that makes them immune against magic which doesn't get weaker over time.
2. DODGE BAR
But the greater problem lies for me in the hit and dodge chances. Mostly because i don't see a plugin dealing with my problem anywhere (maybe a workaraound?). Now, what i could do is just give everyone an 100% hitchance and be done with it.
However, what i would like to see is an evolution of the concept, not an negation.
What i imagined is the following:
- Dodging gets it's own "dodge" bar, seperate from the health bar
- the amount of the "dodge" bar depends on the character avoid, but could also be dependant on the characters equips aswell (heavier = less)
- When an opponent attacks the character, the "dodge bar" is reduced instead of health
- when it is reduced to 0, health is damaged instead
- the bar refills per turn, arcording to the characters stamina or another stat (energy if it is a robot, etc.)
- interesting alternative: the bar IS the characters stamina, and the player has to decide if he wants to use it for attacking or defending and/or avoiding
Now, i know that it sounds like. "But that is just like yanfly's energy shield plugin!"
That is where the differences comes in:
- every attack gets its own "hit" stat which is seperate from the damage stat
Example: wide range and fast macross missle massacre has more hit then the slow and narrow megaton punch
- the higher the "hit" stat, the more of the attack will go "through" the dodge, depending on the opponents "avoid"
Example: If the hit stat is higher then the avoid by, say 20 points, then part of the attack goes through (20%?), no matter how full the "dodge" bar is.
- alternatively, the difference in "hit" and "avoid" empties the "dodge" bar faster
Example: Same difference, 20 points, the dodge bar is emptied by the damage dealt + 20% of the dodge bar or damage.
There can be more tactical expansions, a generally slower character can guard, which causes him to use his "dodge" bar to reduce the damage instead of completly avoiding it.
That way, it isn't just another health (shield) bar on top of an health bar, but it's own system with it's own strategic implementations.
Of course you should have the ability to have all three, "dodge", shield and health.
Well, enough rambling by me, i would like to hear your opinions / tips on the matter. If the way i layed down my problem is clear enough and doesn't leave an questions open, and no one knows a way i could implement my thoughts in my games with existing plugins, then i probably will request this as an plugin / extension of an plugin. I would prefer if yanfly would add this to his other plugins (simply because i would prefer to have plugins from only one creator in case of crossover problems and i already use yanflys plugins), and i am willing to pay with cold, hard, cash. Or just give more ******* money, dunno what is better.
In any case, thanks for reading, and for any future input.
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