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Fiorix

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About Fiorix

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  1. I have removed the buffs from the elemental shields and will be changing them around quite a bit. I guess I did get the daggers/bows mixed up a bit.. not a hard fix though! Thanks for pointing that out! Ok, I am in the works of changing around skills for the classes. So far this is what I've come up with. These aren't the skill names. Spellblade: Katana - excels at burning (DoT), freezing, and paralyzing enemies. The goal with this weapon was to give skills/states that other classes don't have access to. So far Freeze and Paralyze are the same effect. Haven't figured out how to differ them while still making both viable. EACH OF THESE 3 SKILLS HAS A COOLDOWN OF 2 TURNS AS OF NOW Burn - affects all enemies @ 50% chance to burn. Freeze - 2 random enemies, ignore defense. 35% chance to freeze each hit. Paralyze - 1 enemy, act faster than normal, 50% chance to paralyze. + 25% MAT buff to party (high tp cost) Elemental Slash - Chance to inflict Freeze, Paralyze, or Burn on an enemy. 15% chance for each state. Damage is moderate. Cooldown period of 5 turns. Scimitar: - excels at dealing higher damage if the enemy is affected by Blind, Silence, or Confusion. The goal with the scimitar Blinding Slash - low damage, low (5-10%) chance to blind. Deals more damage if enemy is affected by Blind Confusion Slash (same as blinding) Silencing Slash (same as blind) Flash Freeze - +25% ATK buff to party Raging Blow - moderate damage. 15% chance to apply Blind, Confuse, Silence to an enemy. Cooldown of 5 turns. The elemental armors now last 1 turn, activate at the start of the turn, and reduce damage from that element by 50% for 1 turn. TP cost is moderate. Paladin has a light version and the elementalist has wind/earth/water versions. Hexer Book: The weapon used for debuffing all enemy stats. Also good at inflicting states such as Paralyze, Silence, Sleep, Blind, Confuse. Has access to 1 damaging skill which deals dark damage to 1 enemy. Scythe: Going to inflict dark damage. Reap - deals very low damage. 75% chance for it to hit. Applies REAP state which deals moderate damage every turn for 2 turns (more than poison and burn because the initial damage and accuracy of the skill is low). I am working on implementing more skills like the ones you guys suggested, I just have to figure out how to write the formulas which isn't going too well.
  2. I may look into that, but I'm kind of at the point where I have to force myself to continue to make parts of my game. I think I may be better off fixing up what I currently have, but who knows, maybe I'll find it real fun and want to continue!
  3. Thanks for the quick response and thanks for such informative feedback! A couple things.. I do have names for some of the **other skills** but didn't post them so it wouldn't be confused with one of the 2 weapons. They are skills that can be used with either weapon. For example: The spellblade's is called Enhancement. -Almost every single skill has a cooldown of 2 turns up to 20 turns depending on how powerful the effect as well as a cost to cast it. The defense ignoring elemental skills will cost a lot and have a high cooldown. The goal with this was to stop attack skills from being spammed and promote more strategic gameplay... Fire slash 1 turn, then the next 2 turns are spent buffing the party with various elemental shields, etc. Buff skills normally don't have a cooldown unless it is a party buff. Then it has a short cooldown. My goal for the spellblade was to have 1 weapon good at dealing damage with low chance of applying states and the other weapon good at dealing states, but lower damage output for those specific skills. -I love the idea of adding different weapon types. It would make it a lot easier to understand in-game. -For the Elementalist, I was thinking about making water both offensive and defensive. Offensive skills can be used with the staff(rod, etc), and the healing skills with the other weapon. I'm trying to figure out how to give them some good elemental damaging skills without making then have a ton of skills. (so far it's 9 damaging skills, 3 for each element.. this WILL change). -How would I go about doing more damage when poisoned, or burned, or ?? -how would I go about making a skill to apply a random state @ 100% chance every turn for x turns? -How would I make a skill that on crit, increase crit by x% for 3 turns? -Is there a way to make it so DoT's can crit? Is it as simple as changing the "critical" option to "yes"? -Is there a way to not be able to cast a skill unless the opponent is affected by a certain state? -Also I LOVE the idea of having certain skills work off of each other (the example you gave of the survivalist/hexer's poison. Do you have any other ideas like this that can apply to other actors as well? -Last thing for now, what is your opinion on having a dedicated buffer for the party instead of having specific party members able to buff specific stats? I am having real trouble figuring out what skills to buff which stats for party members and which skills to debuff enemy stats. I probably have more questions which I couldn't think of, but they will pop up. Thanks again for all the suggestions!
  4. I am looking for ideas on skills I can make for strategic battles. I am trying to get the difficulty close to Etrian Odyssey (my favorite RPG). I want players to think about what skills they want to use and when. "Ok, this skill will silence this enemy, but if I do that, the other enemy will be able to cast xx." OR "I have these 3 buff skills, who should get buffed first to survive the enemies skills, or is it best to quickly try and kill them." For my skill system (so far) I have 5 different classes. Each of the classes can use 2 different weapons and each of the weapons has a different set of skills that they can use. Each skill has a cooldown which depends on how powerful they are and also to make use of other skills such as buffs, debuffs, states, etc. Skills also use TP or MP or both. I feel like I need a couple more skills for most of the classes, but I am out of ideas on what to add OR how to fix what I already have. I also want to avoid too many skills because then there would be an overwhelming amount of skills that will never be used. The skills are listed below. How would I go about making each weapon seem more "unique" whether that be adding more skills or balancing the ones I currently have? I would like to make each weapon balanced in most all situations (kind of hard to achieve that), but with the option to switch weapons depending on the encounter. Spellblade: **Katana** (excels at using skills that do a little damage, but have higher chances of inflicting states., Freeze (freezes for 4-5 turns) or Paralyze (paralyze for 3-6 turns). Inferno (all enemies) - 100% chance to Burn for 150% mat damage each turn for x turns. Shockwave (2 random enemies) - 50% chance to paralyze on each hit. -25% AGI to enemies hit. Deals light damage. Frost Nova (1 enemy) - 50% chance to freeze on hit. -25% ATK to enemy. Deals same damage as shockwave. Elemental Wave - Ignores defenses. Hits all enemies for moderate-heavy damage. -25% MDF to all enemies. **Sword** Fire Slash - 1 enemy, deals moderate damage with low chance to burn for 50% MAT. Frost Slash - 1 enemy. Deals moderate damage with low chance to freeze. Shock Slash - 1 enemy, deals moderate damage with low chance to paralyze. Elemental Slice - 1 enemy. Ignores defenses. 100% chance to burn for 100% MAT as damage each turn,. Deals heavy damage. **Either Weapon** (shields can be cast on any ally) Fire Shield - 50% Fire res. + 25% ATK & MAT Ice Shield - 50% Ice res. + 25% DEF + MDF Lightnigh Shield + 50% Lightning res. + 25% LUK & AGI Aurora Blade - deals moderate physical damage and decreases defense by 25% Paladin: **Staff** (cannot equip shields, unlocks all healing spells) Healing spells which include 2 tiers of single target and multi target heals, 1 ally cure or party cure, quick emergency heal, revives. **Sword** (can use shields) Can only use first tier of healing spells, but unlocks skills which deal holy damage, physical damage, and includes 1 def buff to entire party. Elementalist: **Staff** can use spells that deal wind, water, earth damage to 1 or multiple enemies, **Wand** Water magic which heals. Replacement for Paladin if you choose to make your paladin not heal. **other skills** Elemental armors similar to the Spellblades skills except for the different resistances. Survivalist: **Bow** (damage is based on AGI and ATK) 6 skills revolving around dealing damage to multiple enemies or 1 enemy multiple times. Ability to buff AGI to entire party by 25%. Decreases 1 enemies AGI by 25%, or drains HP to heal self for a little. **Dagger** (damage is based on LUK and ATK) 6 skills revolving around striking first, high chance to poison, silencing 1 enemy, boosting LUK for party. Hexer: (in the workings) **Book** Skills revolving around inflicting states with high probability (silence, confusion, blind, paralyze, sleep, and insta-death (lower probability). Also deals small damage. Can deal basic shadow damage to an enemy. **Scythe** (boosts ATK greatly) Focuses around dealing damage to multiple enemies with a low probability to inflict a state. Deals shadow damage based on ATK.
  5. Hm... that definitely gives me some ideas now! Thanks for looking at them! Don't worry about offending me with suggestions. I posted these maps to get criticism! If i couldn't handle it I wouldn't have posted
  6. Ah yeah that was the culprit.. Thanks once again for a simple fix!
  7. I've heard this from a couple people now. I have a ton of other maps which are really good (imo), but these just didn't feel right. Maybe I just have too high of standards?
  8. That is actually the one I was using, but I need some extra icons for the buffs/debuffs. MAT, MFD, LUK, otherwise it would be perfect! I can't figure it out. If someone can help out by doing it for me or leading me in the direction of a tutorial that would be great. I need the default iconset put on top of the other iconset that was linked earlier in this thread. Thanks in advance! Ah ha! I figured it out! It only took all day!
  9. Hm.. are there any tutorials how to do this?
  10. Yeah it sure does! However I do have another problem now.. How do I add another icon set to the game without overriding the default one? Turns out the one I put in my game replaced the original iconset and I need the buff pictures from the default one. Hope that makes sense. Thanks for the help.
  11. Fiorix

    Game submission to forums

    Ah no problem and thanks for moving it! I will pm one of you next time.
  12. I submitted my game to the correct area about 5 days ago to have it moved (if it meets all requirements) to the gaming lounge. Is it just a matter of time before it gets moved, or is there something I'm missing?
  13. That works thanks! I completely missed that "battle BGM" button this entire time!
  14. Hopefully the link works! So I have these pictures which I am happy with the first 3 overall. The 4th image is supposed to be an oasis town, and it feels real lacking to me. I have yet to put people in the towns yet and some doors which aren't there are evented doors so they don't display on screenshots. The last 4 images are pretty bad and I'm not sure if they can recover without re-doing them. What are your opinions the maps? How can I improve/fix them or am I better off re-doing some of them? Hopefully I am allowed to post something like this here, but I also have a request for someone good at mapping to re-do the last 4 dungeons Basically one is an oasis/mountain dungeon and the other 3 are 1 big dungeon which is in a mining cave with lots of foliage (early maps, didn't do good at all at this. These versions are a lot better than their original versions). Of course, credit will be given. http://imgur.com/a/P8rhn
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