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Found 7 results

  1. Heya folks! I was curious about a function I'm currently using in my game, which is recoil. Before I explain, I'll provide some examples. Earth Shatter- While it's a weaker version of Talon Shatter, this attack hits hard and causes a recoil status that drops 15% of your other party member's HP off each time you use it. Useful as it may be, it is an Earth element dragon skill that will still have no effect on air element enemies. In that case, testing elements of your foes could cost you a game over once or twice. (I plan on adding a little skill/spell/special information building so that the player can check up on parts of the techs that aren't stated by their description, and the level they learn said tactic.) Rounds of Flame- A gun skill that Drake uses that hits four random targets nine times. It also has a small chance to burn per hit (Degrades HP over time and decreases attack by 25%). This is one of the few recoils that do not hit the party, but mainly Drake, as it works like a cool down for a while before he can use gun skills again. Poison Aerie- This poisons all enemies, and while poison may be a fun status to pull off to help you in battle, the recoil also poisons most of your party members. (You only have two that are immune to poison and one that can, while healing off another ally's HP, remove poison.) Are recoils worth the trouble? Are they a good idea? I feel as if they are to keep players from spamming the best attacks, so attack also has use as well.
  2. You see, one of my characters is a necromancer and I was trying that she has the spell to summon an undead in the middle of the battle, I wanted the undead to be an actor that only shows up in the middle of the battle, with the same level as the necromancer and goes away at the end of the battle, but I having problems with the common events and I am unable to summon the undead. Any ideas in how make this happen?
  3. Good day! how do i use variables within formulas? Formulas were supposed to support scripts right? Well i dunno c: What my formula should do: Deal damage and heal allied party by damage dealt. My formula (for Lunatic damage, but dosnt work in normal either) : <custom damage> dmg=a.mat*0.25; part=$game_party.alive_members; part.size.times{|i|part.hp+=(dmg*0.1).to_i}; dmg </custom damage> In oneline: dmg=a.mat*0.25;part=$game_party.alive_members;part.size.times{|i|part.hp+=(dmg*0.1).to_i};dmg Outcome: Null. It seems like i cant use variables within the formula, like, when i remove everything but "dmg=xyz ; dmg" i still get null. What do i do wrong? Thanks in advantage! Bawb.
  4. I was wondering if there is an actual list of the skills and their descriptions somewhere out there. The reason I need one is because I'm still learning the formulas, but I'm not always at home. I'd like to be able to read them on my phone during my break times at work. Besides, it would be a helpful reference. Thank you for your help.
  5. So, it started today when me and my RM-ing friend IRL talked about our RPG Making specializations and how do we feel about it. My specializations are on designing, writing and databasing, while that friend of mine's are in graphics and simple scripting. We talked about how do we feel about those, since yeah, it's not always ups. As for mine, it feels great to be a designer, writer, and databaser, because I can unleash the joy of basis creation and manipulate the non-scripting mechanic aspect of the game, externally or internally. However, I do have problems such as when you have loads of inspiration flowing but don't have enough time or will, or when the inspiration is halted/blocked. As for my friend, he felt that scripting is fun, while manipulating graphics, such as by editing, is his forte. However, he does feel that he isn't always satisfied sometimes, and that there are bumps here and there in his hobby... So, how about you? How do you feel about your RPG Making abilities?
  6. You could be new here, or an old-timer, but wouldn't it be nice to elaborate on that little "RM Skill" section under your avatar? Let people to get to know you a little better as a game designer. You could have skills that no one knows about, but everyone has at least one area 'under construction'. In the theory side of things, I was thinking of throwing an idea out there--what about a topic where people (who volunteer their info) list their strength and weak spots, like a Granny's List for skills? Then people can reference the list to see who needs help in their 'weak' areas, and those who are exceptionally skilled. That 'RM Skill' tag is incredibly vague, after all. It can also help slingshot newcomers to a place where they get to know other members, at least on a skill-by-skill basis. Anyway, that's food for thought. I'll start with myself, though I'm about as mysterious as a hungry seagull. StrengthI want to say art direction. I do; I'm good at developing my own artistic style and I'm a decent artist. That includes parallax mapping. In fact, it's almost even with my top strength. But realistically, my greatest strength is creative writing. Narrative, to be exact, and directing the flow of a fictional environment from its 'hard-to-not-love-them' characters to its unique placement in a fantastical setting. Story pacing, plot twists--let's not list it all; suffice to say I can make a scene. And that covers just about any genre, except romance. I'm the George Lucas of romance. It goes right over my head. I break peoples' hearts when I try. Weakness-sigh- Mechanics. Specifically, battle mechanics and stats. The dry work, with formulas and numbers, and all that jazz. This actually includes scripting. I'm good at eventing, but I'm of the one-touch-type breed when it comes to scripting. It is, and forever will be, my ultimate weakness. I'm capable of incorporating other users' scripts into my game and executing the instructions, but that's as far as I get. If you want brilliant boss battles and nitpicked combat systems, you shouldn't ask me. I break peoples' hearts when I try. So, got anything to share? It's all right to admit you're good, and all right to admit you suck at something. If you think you're not good at anything, re-evaluate. There are TONS of skills you might not think apply. Even if you can tell a crappy episode of Bones apart from a good one, then you possess knowledge of story direction you may not be aware of.
  7. Hello community, Galve here, I was wondering how some of you decide on abilities for classes to make them interesting in combat. Since combat takes almost 1/3 of the time in a typical RPG, I believe it should be rewarding and interesting. In some RPG's, especially the ones with random turn-based encounters, I found that some players want to skip combat entirely. However, the combat system is another forum post. For now, I would like to know how you make interesting abilities in a turn-based or time-based battle system. Here are some questions to consider: What are the thoughts that go into balancing abilities against each other? How do you go about determining resource cost? (mana, MP, whatever) How do you make an ability that won't be replaced by a more powerful ability? How do you decide which abilities a class gets so that it feels like a class. What are the thoughts you have about synergy between abilities? I have an example of a mage-style ability set that I am working on and it looks like this: Starting Spell ==> Follow Up Spell ==> Hard Hitter Spell==> Recovery Spell Starting Spell: Conflagrate This is a cheap spell with modest damage. It gives the enemy a powerful burn-style debuff that burns through their health. It also raises the target's agility. So when you cast this spell on a monster or player, they take damage and recieve a burning debuff and a boost to their agility. The player wants to cast this mostly for the burn debuff. Follow Up Spell: Smolder It grants a strength buff to the target. It does damage and it lowers the target's magic defense (spirit). The player wants to cast this for the spirit debuff. Hard Hitter Spell: Fire Storm This spell does massive damage costs a lot of mana and removes a magic defense (spirit) debuff. The player wants to cast this for the damage. Recovery Spell: Cinderspark This spell recovers the caster's mana, removes a strength buff and an agility buff on a target, and removes a burn debuff on the target. The player wants to cast this to recover mana. Each of these spells can be cast independently, but they are designed in such a way that the player will want to use them all at some point. The idea behind this ability set is that the mage character can do a lot of damage by delaying Cinderspark as the burn debuff is quite powerful, but they will quickly run out of mana using the other spells. Additionally, if they have another method of recovering mana, they can do extreme amounts of damage but the monster's strength and agility will be substantially buffed the entire time. I would like to know what you guys can come up with and any ideas you might have for interesting combat abilities. What do you all think about my example above? Go ahead and share some of your favorite mechanics from other games as well.
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