MoonEnder
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1About MoonEnder

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Advanced Member
- Birthday 02/27/1993
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Male
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RM Skill -
Jack of All Trades
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bump after 1 month delay
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bump 4: no reply
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le bump 3: bumping forever
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MoonEnder started following Character crafting system
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is there any way to make a non key item impossable to discard?
- 25 replies
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- limited inventory
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man with this script i can make my battle system have more strategy thank you!!
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that is a good point but the mc can only equip 1 core at a time combine with only the mc's death causing game over the troops can be used as fodder or as support with the setup there would be several familiars with skill set the player doesn't like and others that would end up taking roles like healer or tank and while outside of battle the familiars can be swapped some cores the player would want to be able to use whenever and others when useful a stat boost spell for example. the player can have a familar with the skill set use those spells on the mc thus alowing a 1turn tactic i plan to make there to be only two versons of a spell( like a 'fire' spell and a 'fire all') instead of progressivly powerfull versions so that there is no using the familiar creation as a means to toss away older spells.
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yup you got it the created characters would tend to fall into class roles but due to the bases they can be distored like a beast base has higher attack while a golem base has higher def this you can create balanced familiars or select cores focusing on its bonuses i plan to make it that all but one of the cores can be used for this plus the party size can only be three but with an item you can swap the 2 familiars but if the mc dies game over the cores are obtained though sidequests that also teach the player how the skills work by focusing a dead character's story i have no idea how the bases would be obtained though thank you the cores are made very important to the plot due to the mc being powerless without them
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no i know what you are talking about but this is not that the cores used in the creation of characters also can be eqiuped by the main character this is to impose a troops vs equipment strategy for example core that is styled like a palidan if used would give a palidan character but now the mc can never use that set of skills so a mistake would be to create as many chararacters as possable thus decrasing the pool of possable skills the mc can use the created characters will be a familiar style of creature with bases like doll, beast and golem for starters
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i might be spelling it wrong but magitec is magic that looks like science it is commonly used to put sciency stuff like cars or computers but make it completly magical in other words a magical process that almost looks like mad science
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another thing you can do is make the drop rare but not entirly nessisary like a ring that boosts attack by a percentage(20) and you can regulary obtain a lower grade one (15% boost). this make boss grinding an option but unneeded in order to beat the game
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Adding new elemental types other than typical 'fire beats grass beats water'?
MoonEnder replied to Scoosh's topic in Theory and Development
I plan to have my game with the concept of "sister" elements For example wood element's sisters would be water and earth. Sister elements would have a resistance as a result Fire spells are best for wood. Fire's sisters are lightning and lava (lightning and fire are energy expressed in nature) thus each element is strong against several (wood, ice) and resistant against 2 and weak to several (water, metal[tempers]) this makes an area logically having many types of enemies and reduces the effect of pulling a pokemon and focusing on one element for a particular dungeon/ area and insted requring more strategy -
you can make various npcs give conflicting information like the day the weather or even the number of members in his family
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"Personality Levels" / idea feedback.
MoonEnder replied to Blindga's topic in Theory and Development
i plan to do somting similar but more subtle, by using the visual novel choices script, choices would have different background color but similar text i.e. village is about to be destroyed by monsters by due to a man's actions show him mercy - break his leg. if he manages to escape in time he survives. show him mercy - kill him quickly show him mercy - let him leave but break his hand as a warning show him mercy - just let him leave an easy way to explain this is through some simple npc conversations that have no significance between the options during the early game. with your personalites you can implement something like this showing that the corruption twists the very meaning of his words



