Weapons and Armors descriptions

Do you read weapons descriptions


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CraneSoft

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Can't really vote this one as to me it depends on the importance of the what's in the descriptions.

I read them when the description actually provides useful information like "Breaks upon death", "Increases in power when user is in low health", "Resists X elements by X%", or even simple stat numbers etc. I will definitely not care about a weapon's history or generic descriptions (unless it tries to be funny), so personally I leave them out (which is more suited when you have huge number of equips so you don't have to think about 500 descriptions that don't actually provide substance)

After all.. if I have a bikini as an armor, I don't really have to describe what it is right...?
 

FirestormNeos

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With RPG Maker's tiny default description system, I find myself unable to decide between flavor text, describing what the skill does, or a mix of the three. There's barely space for one of those options, let alone both.
 

HumanNinjaToo

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With RPG Maker's tiny default description system, I find myself unable to decide between flavor text, describing what the skill does, or a mix of the three. There's barely space for one of those options, let alone both.
You could always make the space bigger
 

MariaVirgolini

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Of course! Most of them are fun to read, and even if they don't have flavor text they can have useful information c:
 

FirestormNeos

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You could always make the space bigger
I could, but that would require having to extensively messing around inside a custom HUD plugin, and I haven't gotten that far in development in the current iteration of my project.

tbh it'd be easier/"more creative" to just work with or around the limitations I've been given.
 

HumanNinjaToo

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@FirestormNeos You could use SRD super tools plugin to very easily resize windows in any menu in your game. It has a 6 min tutorial video that shows you how to use it. It's pretty simple, worth looking into.
 

Aesica

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You could also just resize the width of the game window. By going widescreen, you get more description window space to work with in addition to making your project look more modern. win/win!
 

Soulrender

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Just a little off-topic, default layout of windows is terrible, as @HumanNinjaToo said, I used SRD Super Tool to edit layouts windows to have better look.

Now for main topic, I think this layout will be fair enought to make short but detailed item descriptionsScreenshot_1.png
 

Milennin

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Always, by default, when playing a new RPG Maker game, just to get a feel of what I'm getting myself into. If default item desciptions are used, I know I'm playing a game where the developer clearly didn't care about doing database work. If descriptions are blank, I assume they planned on writing custom descriptions, but forgot to. Custom descriptions with combat effects are useful to know, before going into encounters. Custom descriptions that are flavour are fun to read, I always like to check on new items too.
 

TheoAllen

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Well, it's been two days, so I made some work on item descriptions, I think I put lot of work and here are the results, how about it?
This is going to be project-specific feedback, but there's a lot of noise here that idk what kind of gameplay-related info I would need. In this case, I would just skip the whole description. And I rarely care about the world building. Personally I would provide a summary like this (although this isn't an item, but skill).
Screenshot_55.jpg
 

Soulrender

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@TheoAllen How did you manage to get so sharp image? and what is that font you are using? Well I know it's not from full screen, but I played your games and all of them have nice, sharp image even in full screen
 

Solar_Flare

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I would generally read the item descriptions, and I like to add flavour text to them. Whether they should include mechanical effects would depend on your user interface layout; if you have a separate section for the mechanical effects, then you could keep the description for flavour text exclusively.

I think a lot of players just auto-equip things through like 'Optimize', but if you have fire-resist armor or something, obviously that should be mentioned in the text. I read text on items so I know what I have.
I think the Optimize command doesn't even account for anything other than attack and defense, does it?
 

Soulrender

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@Solar_Flare I found looking through code in that section that "optimize" command is little buggy.
It in some specific ocurrences takes worst items instead those betters. It happens when item has to many traits, mutually excluding each other.
 

TheoAllen

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@TheoAllen How did you manage to get so sharp image? and what is that font you are using? Well I know it's not from full screen, but I played your games and all of them have nice, sharp image even in full screen
I'm using the most commonly used font, Calibri. And if you wonder why it is sharp in that image, there is a certain feature in RGD that eliminates text anti-aliasing. But my previous games didn't even use it.
 

Kupotepo

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I read the weapon and armor description like ooooh, the level 10 already it is time to care about the game. I live very dangerously in the game lol.
I just any collector players here like to collect and use them later. :kaohi: I am not kidding I did that.
 

MariaVirgolini

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As we're talking about descriptions... Does anyone know a plugin that could make them bigger?
 

Solar_Flare

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@Solar_Flare I found looking through code in that section that "optimize" command is little buggy.
It in some specific ocurrences takes worst items instead those betters. It happens when item has to many traits, mutually excluding each other.
I'm sure it instantly breaks down on any custom traits added by plugins, too.
 

Maliki79

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In my game, the basic item description has basic info of the equips function. Outside of that, I have an item book that provides flavor text and hidden info if the player wants to see it.
 

slimmmeiske2

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@MariaVirgolini General Discussion isn't for support questions, so please make a thread in Plugin Requests with your query.
 

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