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Found 9 results

  1. What kind of ways are there to have all restorative potions (the ones in tiers like Minor Hp potion to Greater Hp potion) be useful at all points in the game while still making higher tier potions worth it? My first idea: Have them restore a percentage of the users max health but add a state that prevents them from using another potion of the same for around X turns. This way you can't spam potions over a couple of turns to reach max health while still having large bonuses to health. Though this affects the strategy around using potions a lot more, could be good or bad. My second idea: Have them restore a set amount of the stat and provide a stronger regen the for the weaker potions. So as Immediate gain is higher the regeneration afterwards is slower. Though the regen might be much more useful than any immediate gain. My third idea: Have all potions be a dice roll of gains with higher quality potions having a better chance of healing more. I'm kind of leaning away from this one as it makes even stronger potions unreliable. There is crafting in the project if that factors in. I haven't touch on potions with it yet. Thanks for the help in advance.
  2. Hey everyone, I'm looking for someone that is comfortable working with small numbers and Yanfly's Armor Scaling plugin. Although not a personal project, all of the main story dialogue has been written and a third of the game is already completed. If you chose to take the position, your job will be to balance the battle system so strategy and exploiting weaknesses are the key factors. In return for your help I can offer eventing help, writing, proof reading, editing, or translations from Spanish to English. To show that I do have actual work done, here are some screenshots: Some details about the battle mechanics:
  3. All right, so I've been working away in little chunks at my game Ad Lucem for quite some time now. When I initially started this whole thing, I intended for the entire party of six to be active at all times, barring someone being missing from the group for one reason or another. There is very little overlap between party member skills, and each of their varied skill-sets feeds into the Cross Arte system (a combo-attack system), I figured this was a good idea. The high Will cost of most special attacks that feed into the Cross Artes would surely prove a deterrent to spamming them on everything. I also figured that by forcing the player to really use and work with ALL SIX members of the party at once, they would gain an appreciation for what each party member is capable of individually. However, three problems arise: First, with six party members, you can easily create as many as three Cross Artes in a given turn if you fuse the right skills and have the right players work together. Cross Artes, by their nature, tend to be extraordinarily powerful. If a loot farming player were so inclined, they could easily make a crapton of Rose Teas to restore Will after every battle and spam these combos to win. Granted, you're still depending on a timed button press to make the most of it, but nonetheless, it wouldn't be that hard to abuse. Second, each party member has a special little thing they can do on various maps and in dungeons. Having all six constantly in the active party makes it a bit harder to determine who can or should be in the lead of the group at any given moment and NOT being able to do that with a button press as of yet makes that a more difficult prospect than it should be. And third, the screen in-battle becomes TERRIBLY crowded with six party members taking up space. This is problematic when it becomes difficult to tell who is trying to defend against an oncoming attack. So the obvious solution is to take the party back down to the typical four in order to avoid these issues. That would also make creating a HUD/button press party switch function a lot easier. But I worry that certain characters will not be used at all just given the way they function or their stats. The Double Attacker/Debuffer, the Mage/Archer, and even the protagonist with his Sword/Board Supporter role could end up shunted out of the lineup just by nature of certain playstyles and the way other characters' stats have fallen. Boosting the stats of the ones I'm worried about not seeing in the lineup would be the obvious solution, but it wouldn't make much narrative sense, and I've been very particular about the narrative influencing gameplay and character design. A character who was trained using rapiers and whips would hardly be the sort of character who had massive upper body strength, like the user of a broadsword or bastard sword would. A character who has studied ancient magics with their power rooted in the earth and has lived in the forest for years wouldn't randomly be calling fireballs out of the ether in the icy tundra because reasons. The protagonist, who is the apprentice to the other Sword/Board user (though he's more of a Tank) would certainly not be his equal in stats because his training started later in life and also he was born a rather average person. So basically I'm worried my options are 'force the use of all six to ensure they're all seeing playtime', or 'limit the party to four, but some characters might not have their usefulness seen by certain players'. And I'm not sure what the best solution to this conundrum is.
  4. Brosephus

    One Actor Balancing

    So, i've decided my game will only have one playable actor. I have a question about balancing a one actor system. Can classes still work? You will be lacking in options if you have one class with one viable strategy/ability, as far as I understand. Pretty boring, and you will get pummeled by enemies that counter your class well. Can they still work in any capacity? Also, I'm new to RPGMaker, and i'm wondering if you have any tips for balancing in general. Any Tips/Advice are apprieciated.
  5. I'm doing a lot of scenario work in my RPG, but one thing that I've been putting off is focusing on adding weapons with stats, enemies with attack strengths, defense, HP, and bestowed experience once defeated, and things of that nature. I'm putting it off because I'm worried about making the game too easy, too hard, or not enjoyable because my heroes are either easily defeating foes, quickly gaining levels, taking too much damage from fights which results in every post-battle needing the player to heal themselves, and other things to consider. I guess what my question is: What do you guys and gals who are further along in your games do to make sure that enemies aren't too hard or too easy, players don't level up so fast that it makes the game too easy, and topics such as that? How do you figure out how much HP a foe should have early on in the game, how strong weapons and armor should be, how enemies should progressively get stronger and more challenging, and other considerations? I hope I explained myself well enough in order to get help. Thanks, all! I hope this can be a fun discussion.
  6. As you already know, MP is common thing in RPG. But it seems I'm not really satisfied with how MP handled in game. At least, in my game which led me to use the TP mechanism instead. Here are the issues. If both actors and enemies has MP, and the enemy also has skill which cost MP, does this mean enemy only be able to use the skill only several times? After its MP is depleted, the enemy will be totally easier. If enemy has no MP and its skill doesn't cost MP, I think it's unfair. Or do you think it isn't? It's also apply If actor has MP damage skill, applied to enemy and the enemy now can not use skills anymore. Does that seems a little bit overpowered? And how about the bosses? Do they have more MaxMP? How much is it? Or they doesn't have so bosses always can perform crazy action without relying on MP? Last but not least, about the MP and HP recovery. I usually find that MP recovery is more better than HP recovery if I have healer in party. My actor can heal the entire party using skill in map and it only needs one MP recovery item. It's far better than HP recovery potion. Don't you think? So, the final question is .... How do you balance the MP mechanism in your game?
  7. Information I'm asking for the community's thoughts and opinions on my main character's skill set and spells (and so on). I will also show his general stat growth so you can get an idea of what kind of character he his. It should be noted that Attack slightly effects Hit Rate, Defense slightly effects Evasion Rate, and Agility greatly impacts both Hit Rate & Evasion Rate. Also, Luck effects both Critical Rate and Critical Evasion. Formulas: Vernik Class: Honor-less Knight (A tank class, that relies on physical attacks more than spells. Very slow.) You cap out at level 50 until you beat the first arc of the game. When you begin the second arc, all characters that were level 50 will automatically become 1 of their 2 new classes. You can switch classes anytime you go to a save point, world map or anywhere in towns. For now, all skills are learned at set levels. Each class learns different skills however, and levels up separately. Class: Barricade Baron (The best tank class in the game. Continues to rely on physical attacks over magic) Class: Syphon Lord (A versatile class. Still can take a beating, and can rely equally on spells and skills) Skills & Spells It should be noted as the spells become stronger, they become slower to cast as well. I'm leaving this out, because Vernik is the only frame of reference, which won't say much. Also, everyone of Vernik's spells does Corrupt damage. Lastly, not every skill will be put down because because I'd like to keep somethings a secret. The second class skills are extremely good, but also do not replace class one skills for various reasons. Learned as Honor-less Knight ---------------------------------------------------------------
  8. [(a.atk * 4.0) * (b.def / 100.0),999].min Ok so that's my formula I came up with. The damage is based on 999 as the max. Let me start by breaking down the formula. [(a.atk * 4.0) pretty basic. [ start of an array. a.atk * 4.0 so 4x the players atk. atk is capped at 255 in my game, or will be when I get a good min maxing parameter script. * (b.def / 100.0) Ok I know there is a Physical damage rate option in the game. Most people like to use that, I did not. Defense ranges from 1 to 100. the lower the defense, the more damage will get dealt. Think armor class from 1st and 2nd ed d&d. you want a lower number for more protection. This is because the enemies defense is being divided by 100.0. That will return an integer. so if you have 65 defense, you reduce all incoming damage by 35% I'll touch on what I want to do about this later. .999].min This just means if the damage exceeds 999 it will be set to 999 Ok so in theory this works. Defense wont remove a straight amount, it lowers the damage by a percent instead of a straight amount. I know I can use PDR to achieve the same effect, but I can also use this method and give people a visual representation. now unto the developmental part. see my first problem comes with def. What you see is not what you get. If you have 75 defense, that means you have 25% reduction. I'd like the defense stat to show the % that is being reduced. so if you have 75 defense, you reduce damage by 75%. I'm thinking I can do it with Yanfly's lunatic mode but I'm not entirely sure. If anyone has suggestions I'd love to hear it
  9. So I'm working on a class changing system idea based on the golden sun Djin battle system (In rpg maker vx ace, I am using the wonderful GS Djin system created by Neon Black) It's a slight modification of the typical gs system, but basically the same model and principle. For those un familiar, in golden sun, you would change your class in battle by unleashing a special monster called a djin which in addition to changing your class and relevant stats, would also add up to a pool for an ultimate skill, a summon. So say, you unleash three water djin, you summon Neptune, but summoning then resets your original class. The djin then goes into recovery until it is available again to the player Let me explain my system a little. There are four characters each with a base class. These are the base classes Jack of all trades/ magic swordsman/J.O.A.T. (think Kratos from Tales Of Symphonia), Swordsman (melee specialist), Scout/Archer (low offence but de buffs,) Warlock (tank with status effect skills) Each of the four classes can change into two other classes . J.O.A.T.- Paladin (pacifist specializing low healing, buffs, and sealing enemy skills) or Black magician (offensive magic, still undetermined) Swordsman- Sentinel (sage/ guard acts low buffs team defense and uses counters) or Warrior (straight offensive master.) Scout- Healer (healing specialized healing such as cura, status ailment cures, ect) or Ninja (increased offence and invisibility type skills, think Blade the ninja from ff 3) Warlock- Geo Mancer ( buff magic skills, change targets battlefield position akin to flying or dig from pokemon can be used on allies or enemies )or Saboteur ( more specialized in status effect skills such as poison, stun, ect and potent de buffs ) The hierarchy with skills goes as follows. Base skills- available from the base class and available at all times including transformation or entrance into secondary classes. Examples such as Hit, strong hit, light heal. These skills DO NOT require MP. Entrance skills- Entrance skills act as the djin in golden sun, and allow you to enter a new class. These skills are designed as being powerful and strategic skills that are balanced by their infrequent and strategic use. For example, to have a nullify buff that nullifies attacks for a turn, instantly breaks a character because they could use it all the time, so such a skill would be a entrance skill and would then go into the combo pool. Style skills- These are the more specialized skills available upon class switch. For example your joat is now a paladin with greater access to healing potential.These skills require MP to use. (I'm thinking that while in a 2nd class, using a normal skill while these style skills are available will naturally result in a MP penalty to prevent players from staying in a 2nd class for too long to reap the benefits of the stat changes of that class to to also prevent style skills being available when ever) Exit/ Summon/ Combo skills- These skills are the equivalent to summon skills from golden sun. They are very powerful, and as their name suggests, are created and combined from the use of entrance skills from various party members. So say a swordsmen uses the entrance skills "Strong Swing" and your J.o.a.t. uses the entrance "Fire". Your Warrior (previously swordsman) class has access to the combo skill "Fire slash". Using such a skill causes the contributor's of the combo to exit their style and return to their base class as the entrance skills goes into recovery. (It also refills their MP bar, since style skills will require MP later). Self combo's are also available so a party member does not have to wait for another party member to be combo ready. My immediate concerns are with the classes themselves.Have I filled out the roles needed for a balanced party and in your opinion what are those roles. I'm also looking for advice on what skills are mandatory for which classes and what is a good existing example of a game with good party members and skills(game made in rpg maker or otherwise) . General feedback on the idea for this system is appreciated and if their is anything that sounds confusing or convoluted, let me know. My final idea I am debating it to make it an option to have two styles combined at once. So say your swords men is in the warrior style, they could use a sage entrance skill and have access to both skill styles. To balance, I was debating making entrance skill's use an MP Cost so if it cost say 5 MP from a 15 MP pool, you would have 10 MP left for style skills. A 2nd stacked style would leave you with only 5 MP left for your style skills, but you would reap the benefit of both styles/ classes Stat change.
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