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Found 14 results

  1. freakytapir

    On gear part 2 : Armor and Accesories

    Now it is time for my weekly collection of words that could loosely be categorized as a blog post. To follow up on last weeks post, I will be talking about the gear in my game, more specifically the armor and Accessories. Like I gave my weapons types, I did the same for my armor. They are Light , medium or heavy, with light giving 2 levels worth of magic defence, heavy giving 2 levels of physical defence, and medium being a medium between these. These bonusses are static, so late game gear wil give the same bonus as early gear. While the defence stat is split between mdf end regular def, that does not necessarily mean that all light armour is meant for mages, and all heavy armour is meant for fighters( not actual classes in my game). A fencers' armour is light armor, but is obviously better suited for a martial types, while the demonhide robes might be considered heavy armor, but better on a mage. Why keep the bonuses so close you ask ? It is because you can choose what to attack with, but not what to defend with. If the mage gets splatered all over the dungeon wall by an attack that would only incovenience the tank of the team, then fights become either RNG based if the AI is random, or impossible as the mage eats all the attacks in the first round and dies, if the AI is semi-competent. Warning : Short math break : When I say 2 level's worth of defence , I mean the characters defence is as if he were 2 levels higher. As all my base stats are equal to level^2, this raises the defence by 4*lvl +4, meaning the difference between light and heavy armor in damage taken is: lvl^2/(lvl^2+4*lvl+4). This is an equation that quickly trends towards 1 (or 100%) with increasing lvl. So a 10th level character who dons heavy armour would have his defence rise from 100 (10^2) to 144 (14^2), meaning he takes about 70% of the damage he would have in the light armour, but at lvl 20 he would take 82 % of the light armored characters damage. This eventually tapers off, until he takes 96 % of the damage he would take in light armor at lvl 100. This might seem counterproductive, but it just means that the higher the character goes, the smaller the difference, allowing me to really fine tune those late game bosses and enemies. As damage in % of a characters HP rises from 20 % at lvl 1 to 60 % at level 100, this is necessary, as at 60 % of a characters hp, having the mage take 42 % more damage than the tank is kind of a problem, as any crit will instadrop the mage from full HP, and even regular attacks will take out 84 % of the characters HP at that level, while the heavy will just fold to any spell cast in his direction. That is even assuming they have the same max HP, which they might not. Math break over. Now, why do I have my armours give an actual bonus to a stat, but not my weapons ? Because a bonus to a defence is an actual choice to be made. A stat bonus to attack will usually trump whatever other effects a weapon could give, but here I find it to be a meaningfull choice. The bonus also doesn't escalate as much, as atk is squared in the damage formula, but not defence. After type, each weapon has an origin : Fantasy, Action or SciFi. As a general rule, Fantasy armour aids resource generation (tp or mp), Action armour gives resistances to damage types, and SciFi generates a small barrier around the user, replenishing every turn. On top of this, each non standard armor has a unique ability, such as the mech suit giving a nearly impenetrable physical defence and missile attacks, but giving glaring weaknesses to most elemental damage or the time-mage robe reducing cooldowns, but decreasing mp regeneration. Almost none of these are pure upside. The only other equipment slots will be accesories. These fall into two categories : a neck slot and a hands slot. The neck accessories are defensive and will take the form of amulets, cloaks, ... Most of them will be both up and downside. Some examples : The amulet that protects from silence, will also cause all spells to generate extra noise, thus making stealth harder. The cloack that grants immunity to poison also nullifies potions, and so on. The other accessory slot, the hand slot, including rings and gloves, is focused on granting abilities. These are without downside, but as you are limited to one, it still presents the player with choices: "Do I want my fighter to be able to cast a cure spell every 3 turns or spend mp to cast a fireball ?". Most of these will either use a cooldown or warm up or consume the characters MP/TP, even if the base spell would not. As for availabilty, each base type and origin has one armor that is available in reasonable quantities (a total of 9 options), but the special ones are all unique, as are all accesories. Seeing as you have to equip about 20 party members eventually for the multi party dungeons, choice is the name of the game. Long story short : Options, not dictations.
  2. Glasses

    Crafting

    Author: Mr. Trivel Name: Crafting Created: 2016-03-27 Version: 1.0 What does it do? Allows players to craft items. Video: How to use? First, you'll need 2 new files in data folder: Recipes.json Disciplines.json Recipes file will hold all recipe data and Disciplines file will hold data about disciplines. I *highly* recommend checking sample files that are located in the demo of this plugin. Discipline object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - to identify which disciiplice is which and for plugin calls. ID > 0 "Name" - how discipline is called "IconID" - icon for discipline "ExpFormula" - leveling formula for discipline, level stands for current discipline level "MaxLevel" - max possible discipline level "Categories" - Categories to organize items when crafting "Background" - Give a background to crafting. Leave it empty - "" to use default background. Images go into img\System Recipe object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - To know which recipe is which. ID > 0 "Name" - How it appears in crafting window "IconIndex" - Icon for recipe "Result" - What items and how many of them result by crafting it, can be more than one item. "Requires" - What items and how many of them are required to craft it. { "Type" - item type - "weapon", "item", "armor" "ID" - item ID "Amount" - how much of the item } "Discipline" - which disicipline's recipe is this "Category" - under which categories will item be shown, can be multiple "XP" - XP given for the discipline "LevelReq" - Discipline level requirement to craft it "Learned" - how is the recipe learned - "start" - from the start, "command" by plugin command, "levelhit" - unlocks automatically when hits required level Plugin Commands: Crafting Start [DISCIPLINE_ID] - opens scene to craft with discipline Crafting GainExp [DISCIPLINE_ID] [EXP] - give exp to certain discipline Crafting Learn [RECIPE_ID] - learn a specific recipe Examples: Crafting Start 3 Crafting GainExp 1 100 Crafting Learn 5 Script Calls: $gameSystem.getDisciplineExp(DISCIPLINE_ID) - returns EXP of a discipline $gameSystem.getDisciplineLevel(DISCIPLINE_ID) - returns LEVEL of a discipline $gameSystem.isRecipeKnown(RECIPE_ID) - returns if recipe is learned $gameSystem.knownRecipesNumber(DISCIPLINE_ID) - returns amount of recipes known Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Demo: <Link: Mediafire> Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free non-commercial projects. For commercial use contact Mr. Trivel.
  3. Zielach

    Power Armor

    From the album: Battlers

    I didn't really see the battler section so I put it here XD

    © zoekmath

  4. Belzark

    New Iconset

    Hey guys! You may already know me from my other topic: http://www.rpgmakercentral.com/topic/27629-belzarks-resource-madness-battler-tileset-sprite-and-faceset-edits/ I am currently working on an icon set, and wanted some opinions before I continue with it. Please tell me whatever you think looks weird, from colours to shading, anything. As you can see it isn't finished yet, but I'll keep it up to date whenever I finish a few new icons. Thanks a lot! Belzark
  5. DarthVollis

    Visual Armor Display

    I have been working on this project for a while now and today I got the visual equipment working (custom script made by sixth.)
  6. Glasses

    Save Items

    Name: Save Items Version: 1.0 Author: Mr. Trivel Created: 2016-05-13 About the plugin: Maybe you wanted to have different groups of actors going through story, or maybe the party split up for the next encounter and moving on their own. And that requires the party to remove currently held items, so another party moves on with their story. In that case, this plugin does just that. Screenshot: Another party has it. How to use? Save items by using following plugin commands that suits items you have: SaveItems All SaveItems Items SaveItems Armors SaveItems Weapons SaveItems KeyItems Reclaim saved items by using the following plugin commands: ReclaimItems All ReclaimItems Items ReclaimItems Armors ReclaimItems Weapons ReclaimItems KeyItems Keep some items in your inventory before sending all of them away: KeepItems Items [iDs separated by space] KeepItems Armors [iDs separated by space] KeepItems Weapons [iDs spearated by space] Example: KeepItems Armor 1 2 3 6 7 Clear item to be saved list with the following commands: KeepItems Clear All KeepItems Clear Items KeepItems Clear Armors KeepItems Clear Weapons Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  7. lonequeso

    Novelty Items

    Yes, novelty items. Weird, fun, different things to add to your game. I have a couple of these in the form of weapons. One is a quest item so while the weapon doesn't fit the game, it fits that quest. The other for the moment is completely random. I'm not even sure where I'm going to put it. Quest? SOme hidden chest? Rare drop? I dunno. There's two reasons I'm posting this. The first is it maybe it will inspire some creativity in other people's games. The first weapon idea started as a humorous request from a friend and evolved into an entire side quest. The second I want to see what goodies y'all have put in your games, and maybe I'll be the one who is inspired. So here's my two novelty weapons. The first is classified as a sword, but it ain't no sword. It's a crowbar. It is called "The Lesson Learner". It's Atk power is on par with the best tier the player get obtain at the time. It has a chance to Stun when attacking. It also lets the wielder use a special skill: Thwack! Thawk! is a fairly powerful singe target attack high a high chance to Stun and a chance to Confuse. The player will either get his as a reward for a sidequest or just find it in a chest. The quest is a novelty itself. The player breaks up an organized crime ring for some reason. 1920's themed American gangster type stuff. That doesn't even fit the time period the game is in which is late Renaissance-early Industrial era. I think I have to have tommy guns even though they haven't been invented. So... magic tommy guns? I'm not sure where the second one will go. It is a dagger... sort of. The deadly "Rusty Butterknife". Why? Ever hear the expression "Cut you with a rusty butterknife?" That's why. It will have lower Atk power than other daggers of it's grade, but attacks can cause bleed and poison. It also grants a special skill: Tetanus. It deals normal attack damage or maybe slightly more, but has a 100% chance of inflicting Bleed and Poison (minus resistances). So there you have it. My silly, random weaponry. What fun things have you guys put in games?
  8. Author: Mr. Trivel Name: Unlock Shop Items Created: 2016-03-16 Version: 1.1 What does it do? Unlock new items in shop by selling or plugin commands. Screenshots: How to use? Setting up Recipes: Items tagged with any of these tags will be available in the shop. <InShopByDefault: [sHOP_ID]> - Will always appear in shop. <InShopByCommand: [sHOP_ID]> - Will appear once unlocked with plugin command. And the last is little longer, it takes multiple lines: <InShopByRecipe: [sHOP_ID]> [TYPE] [iD] [QUANTITY] </InShopByRecipe> [sHOP_ID] - ID of the shop [TYPE] - Item type, i, a, w - i:item, a:armor, w:weapon [iD] - ID of the item in database [QUANTITY] - How many have to be sold in total There can be any number of lines with item requirements. Examples: <InShopByRecipe: 1> i 5 100 i 2 50 </InShopByRecipe: 2> <InShopByRecipe> a 12 1 w 2 1 i 15 10 </InShopByRecipe> Plugin Commands: DynamicShop Enter [sHOP_ID] - Enters the shop of this plugin so there's normal shop still available. DynamicShop Unlock [sHOP_ID] [TYPE] [iD] - Unlocks item to be permanently available in the shop. [sHOP_ID] - ID of the shop [TYPE] - i, a, w - i: item, a: armor, w: weapon [iD] - ID of the item in database Examples: DynamicShop Unlock 1 w 55 DynamicShop Unlock 2 a 15 Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  9. Author: Mr. Trivel Name: Limited Inventory Version: 1.0 Created: 2016-04-04 What does it do? Limits inventory space by item number or item weight. Screenshot: How to use? Change parameters in Plugin Manager as needed. Plugin has 2 modes - 'number' and 'weight' mode. 'number' mode limits 1 item to 1 slot. 'weight' mode limits items to slots depending to their weight, e.g. sword might be heavier than a feather so it'd take 5 slots instead of 1. If using 'weight' mode, use the following tag on items to give them weight: <Weight: [AMOUNT]> Example: <Weight: 100> Equipment can also be made so it allows to carry more or less items with the following tag: <InvLimitChange: [AMOUNT]> Examples: <InvLimitChange: 50> <InvLimitChange: -10> There's a couple of Plugin Commands to manipulate the limits: InventoryLimit Add [AMOUNT] - permanently increases inventory limit InventoryLimit Sub [AMOUNT] - permanently decreases inventory limit InventoryLimit Ignore - ignores the limit while gaining items until next command is called InventoryLimit StopIgnore - stops ignoring the inventory limit And last but not least there's script calls to make conditional branches or variables easier to use: $gameParty.getInventorySpaceLeft() - returns amount of space left $gameParty.getInventorySpaceTotal() - returns total amount of space $gameParty.getInventorySpaceUsed() - returns used amount of space Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  10. Glasses

    Open Shops

    Author: Mr. Trivel Name: Open Shops Created: 2016-03-18 Version: 1.0 What does it do? This plugins allows player to open a shop for a single item instead of going into whole shop scene with multiple items. Also allows to see whether item was bought or not and set an image for it. Video: How to use? Calling the shop is done via plugin commands: OpenShops Normal [TYPE] [iD] [sHOW] - Opens shop with item to buy. OpenShops Single [TYPE] [iD] [sWITCH_ID] [sHOW] - Opens the shop and saves if item was bought. [TYPE] - Item Type - a, w, i: armor, weapon, item [iD] - ID of item in database [sWITCH_ID] - ID of switch which will be TRUE if item was sold and FALSE if it wasn't. [sHOW] - Show number of item party has? True/False. Can be omitted. Examples: OpenShops Normal w 5 OpenShops Single i 133 19 OpenShops Normal a 9 true OpenShops Single w 16 28 false As to how to set images for items, use following tag in any item's note field: <OpenShopImage:imageName> Images go into img\system NOTE: There's no space after : Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  11. Author: Mr. Trivel Name: Change Equipment on Level Up Created: 2016-03-15 Version: 1.0 What does it do? Changes actor equipment on specific levels when leveling up. Screenshots: Not for this plugin. How to use? Open the plugin in your favorite text editor, scroll down to EQUIPMENT SETUP and follow the structure there. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  12. Name: Salvage Items Version: 1.0 Author: Mr. Trivel Created: 2015-12-13 What does it do? Allows players to salvage unneeded items and get something back. Screenshots: How to use? To make items salvageable just add the following tag to items: <salvage> [TYPE] [iD] [QUANTITY] [CHANCE] </salvage> [TYPE] - Item type. w - weapon, a - armor, i - item [iD] - ID of the item [QUANTITY] - How many player gets from salvaging [CHANCE] - Chance of success - 1.0 - 100%, 0.5 - 50%, 0.04 - 4% Example: <Salvage> i 8 1 1 i 8 1 0.75 i 8 1 0.25 </Salvage> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
  13. Name: Use Weapon and Armor in Battle Version: 1.0 Author: Mr. Trivel Created: 2015-12-13 What does it do? Allows player to use weapons and armor to invoke skills in battle. Screenshots: How to use? Use the following tag for weapon or armor note fields: <BattleSkill: [iD], [CONSUMES]> Weapon or Armor will be treated as skill of [iD]. [CONSUMES] - 0 - no, 1 - yes. Does it consume the item on use. Example: <BattleSkill: 9, 1> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects. Note: If using Yanfly's Battle Engine Core, place this plugin above Yanfly's.
  14. str8studios

    how would i go about....

    Is there anyway I could make the weapon and armor ratings calculate as a separate value instead of just adding to atk and def? I personally feel it would be a lot easier to set up custom formulas if I could use these as a buff to atk, and a debuff when being attacked. For instance, your attack stat is 100 say, but weapons have a separate value that can be applied in formula, and armor would do the same for defense, such that your def might be 25, but your armor rating isn't necessarily just added to your defense stat, but instead figured into formulas separately. I'd assume this would require redefining them in the code, which I can probably handle or if there is a script someone could point me to that would also help.
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