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Xero;th

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About Xero;th

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  1. mm, I was thinking of changing the combat a bit w/ states so that fights were phases like normal, wounded, critical to more closely resemble the atmosphere I'm going for a lot of things are still up in the air potentially and I'm thinking about it but I guess critical and critical evasion could play a bigger part if I made it so that you couldn't die unless you were hit down to at least critical or maybe wounded but then that's just luck ... more thought needed
  2. it's not really about the players leaving because of that, it's more just the integrity of atmosphere. if you tell the players that their character is waif-like and frail then show them stats of 30, 50, 70, and just kind of _tell_ them to divide it by ten, as a developer youre already making concessions and hoping that the player can ignore flaws in your system that you are fully aware of . its like selling someone a blue car and just asking them to pretend that its red since it functions the same as a red car ... its a little beside the point ive done stat growths, as I said the player gains +1 in several stats from level 1 to 2 but after that they gain like 1 stat tops per level up . I can balance enemies and such around this fine, but the problem is gear and itemisation where you want your players to be able to customise their loadout in meaningful ways within a smaller range, and the best way to do that in this case would be the "build up to a whole number" situation I described . it could be mimicked with larger numbers but it would force either a concession on part of the developer or functional difference, neither of which are desirable if anyone knows if it would be simple to script and knows a scripter I would be thankful
  3. sorry for not responding wouldn't it still be + V3 either way if V3 is -1 ? or is the point to add 1 ? the methods technically work but for full results I think it would require a script. I will keep thinking but may have to resort to the second method if nothing else ... it still just doesn't feel right seeing such large numbers in the stat page and then trying to believe the character is very weak, even if I know their effect is only 1/10 thank you again
  4. so with the script and the common events in place, what is needed to use either ? edit: I am also not sure if this method will work . there are problems like whether your "true" (stat + substat) atk/def/etc would show in your character sheet, or whether it would show on the items so you could know which pieces to combine to get what result
  5. one more quick question, with the second parallel common event with weapon27 as the example, would switch weapon27 need to be turned off inside the else or is it left on ? Conditional Branch: If [actor] has [weapon27] equipped V2 + 7 Control Switch: Weapon 27 = ON Else If Switch: Weapon27 = ON V2 - 7 control switch: weapon 27 = off <-- ?? End End
  6. thank you, I will look through this thoroughly and see how it goes is it okay if I respond later on with results ? ive been up for a long while and may need to rest, am having trouble comprehending thanks to both of you again
  7. sorry for the delay I am using hp, sp, atk, def, and agi. it would be ideal if all of them could have substats for easier itemisation, but I would understand if this is a proof of concept thing to you and you want to stop at one all help is appreciated
  8. it would be good to keep the default option open for flexibility, but if ten decimal points of def is the same thing as 1 def, it probably would not matter so please do it however you find most convenient
  9. I do want the rounding to a degree. if you have anywhere between 1 atk and 1.9 atk, I would want it to be the same as 1 regardless of how close to 2 you are. damage would be dealt off of that resulting whole number, always rounding down. that way you would have to build up to the next whole number piece by piece if you wanted another point of atk how would you go about it with variables ? I will do my best to understand
  10. . leave luck at 1 yes I'm basically asking for decimal places on the main stats, and the ability to have gear give you decimal points in a stat instead of full stats. "parts of a stat" would not do anything, only whole numbers would, but imagine having one dagger that gives you 1.2 atk and another that gives you 1.0 atk. I know I could inflate the values but as explained I would rather not do that as it would clash with the story/setting it's so you could combine a 1.7 atk dagger with a 0.3 atk chestplate to get 2 atk. the dagger on its own effectively only gives you 1 atk, and the chestplate doesn't benefit it at all by itself, but combine the two and you get 2 atk. and if you decide you would rather have a chestplate that benefits agi instead of atk, you can swap your 1.7 atk dagger for a 1.0 atk dagger that also benefits agi and not lose any atk, since it would have been the same as 1 atk anyways I hope it makes sense
  11. yes, the way that agility functions compared to enemy agility and how the other stats work would ideally be the exact same as it is now. all the systems in this situation are identical, nothing there is changed the only thing that would change is how the player adds up those stats. instead of receiving flat boosts to stats, they would be cumulated in a different way, but otherwise every effect would stay the same I'm not sure how you got to changing systems and redefining the functions of stats since that's really not what is going on here
  12. I am not using mat, mdf, or luk if that helps at all. I am using hp, mp, atk, def, and agi, so the numbers of used to unused are unfortunately not the same I am very grateful for your attention and help with contacting scripters
  13. I feel like youre very focused on weapons. i am grateful for the interest, but please forget weapons, they were just an example. I'm looking for a system where a certain amount of a stat's "sub-stat" awards you a point in that stat, so that you can cumulate different pieces of gear with one stat's "sub-stat" on them to grant you an extra point in that stat overall, but until you do manage to build up to that point, the "sub-stat" points do not do anything. is there anything like this ?
  14. o no I wasn't meaning combining weapons but rather working stats into a rating system where cumulatively equipping X rating gives you 1 stat in each type. have a look at hit rating or critical rating from world of Warcraft to see the kind of working I mean
  15. it was the first thing I thought of, but I did not go with it for a couple of reasons. the first is that I value cohesion and clarity, 1-20 or 1-40 would certainly alleviate the problem but nothing says understanding like a 1-10, since everything is designed around that and I at least can "feel" when design clashes with aesthetics in a game's systems. it's this unspoken feeling of compromise rather than solid foundations the second is that the small numbers also directly represent the relative weakness of the protag. she is a frail heiress, not a fighter, and since the game is themed around stealth the small numbers are basically the game telling you "you're way too weak, you will have to rely on tricks and tactics if you want to survive". similarly, I want gaining a stat to be a meaningful event in practice, not just in "concept". rather than "oh, I gained an atk, but in this game 4 atk is basically 1 atk so I really just gained a quarter of a stat ... woo ..", i'd want it to be "I pooled enough rating(?) to gain an atk ! now maybe i'm strong enough to defeat that tricksy thug !". it just feels like a much bigger deal when everyone is so close yet so far and you manage to move up a step. changing equips to give up 15 atk rating but keep the same atk feels different from giving up 2 atk even if 2 atk doesn't change anything, it starts to feel like the stat is kind of worthless .. it also feels different when you scan an enemy and see they have 4 atk and you have 3. it makes you go "oh, they're on a whole other level ..!", but if it worked in the "every 4 atk = 1 atk" system it would feel a lot more granular and less meaningful to see the difference of 12 atk vs 16 atk. sure it's higher, but it doesn't have that "whole other level" feeling to it. it feels much more attainable and less disparate third it's just one of those gimmicks that I feel sets my game apart and I would feel much better sticking to the plan since it is the base of all things is there no script available ? ive searched but there could be one out there I don't know about
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