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Showing results for tags 'equipment'.
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My weapon-type detecting commen event crashes (Someone Close Please)
Gabre posted a topic in Editor Support and Discussion
So I wrote this commen event, which uses script calls to check which kind of weapon type hero1 has equipped on the main slot and depending on which weapon type that is and on the value of a certain variable the hero gains a certain buff and of course these buffs shall get removed if the hero has no weapon equipped or if a different weapon type is equipped. Right now I only have added the buffs for one weapon type, since I am just setting this up, but the part of receiving the buff works fine. The problem is, that if I remove the weapon entirely (changing weapon is no issue), the game crashes and I get the error I set all of this up by finding pieces via google search, so I only semi understand what these script calls are doing.- 4 replies
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I know it's been over a year, but it's good to be back again. Apparently having a full-time jobs cuts into your Blog and Game making time, who knew ? Today I want to talk about the gear in my game, more specifically weapons and armor, and why I chose to trim it all the way back. Now that I've been away from my game and had some time to think, I wondered, why does my game need heaps and heaps of weapons and armour? It is not the focus of my game, it will lead to endless menu micro-managment because of all the splitting up and regrouping of parties, endless shopping trips and grinding, because every character (up to 20) needs to be kept up to date on gear, it affects balance if they are under or over equipped, … The list goes on and on and on. So I made a seemingly radical choice. I dumped weapon and armor upgrades. Now don't get me wrong, there is still gear to be found, but no piece of equipment is “strictly better” then any other. To illuminate : strictly better is a term that I first heard about in Magic the gathering. It means “Identical in every way except the numbers are better”. Applied to RPGs, this would mean tossing your dagger for a mythril dagger because it is identical to the dagger, but has a higher attack stat. There is no reason to use the dagger over the mythril dagger. In some games, this is part of the fun, and it certainly has it's place in games, but not in mine, not with the character focus I wanted to have. So I did away with the endless mill of +1 swords and chose a different path : Incomparables. Meaning I wanted no weapon to be mathematically better then any other, but unique and different. As people who may have read my Elements ands skills blog post might remember, all of my elements are intrinsically different. For example, fire raises the users magic attack, lightning is luck based , … Now what if I did the same for my weapons and armour. This necessitated my split of physical damage into 3 categories to allow for variety : Piercing , Slashing an Crushing. Each of these types has its own damage formula. Piercing ignores part of the targets defense, Crushing deals more if the targets hp is low, and Slashing deals more if the users hp are high. A weapon can have more than one damage type, for example, a morningstar is both piercing and crushing. Some skills require the use of the correct type of weapon. Next, I divided my weapons into 9 weapon types, with each type getting about 3 weapons : Sword, Dagger, Axe, Hammer, Spear, Peasant, Bow, Gun and Artillery. Each of these categories has an additional effect: Swords are Skillfull, which means that they generate more TP when used. Daggers are Fast, which means they raise the users agility. ( I use a ctb battle system, so agility is very important) Axes are Punishing which means more damage on debuffed opponents. Spears have Reach, which gives the users a big bonus on counterattacks Hammers are Pulverizing, dealing more damage on a crit. Peasant Weapons have Underdog, which means that when the users has a stat buf, the effect is greatly increased Guns have Penetrate which means they ignore physical defence, and just deal damage equal to a.atk stat instead of a.atk²/b.def. Bows are Silent, generating way less noise, therefore not raising the alert level as much. Artillery has Unavoidable, meaning they negate block, and deal unresistable (Almighty) damage. On top of that is the small, medium, large system. Small weapons can be dualwielded. Medium weapons are the standard, and allow a shield or small weapon in the off-hand. Large weapons deal splash damage. Each weapon also adds a skill unique to that weapon. So to bring it all together, some examples : The longsword is a Medium Slashing and Piercing Sword, so it can be wielded with a shield or small weapon in the off hand, it deals more damage if the user is at high hp, generates more TP, ignores part of the targets defence and allows the users to use Slashing and Piercing Skills. It has the ability to let the user enter a parry mode as a special ability. The Quarterstaff ( different from a mage's staff) is a Large Bludgeoning Peasant weapon. So it deals Bludgeoning damage, deals more damage if the target's hp is low, raises the users attack when buffed with something, deals damage to multiple enemies when attacking and allows the use of Bludgeoning skills. As a special ability, it raises the users block, and counts as a shield. Most of this is realised by using Yanfly's Weapon Unleash system, to give every weapon an different attack skill, instead of filling up the formula bar with 200 if-statements.
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In my game you can equip multiple accessories, I am going for something like FF6's relic system. There is an accessory that gives you the ability to dual wield weapons and an accessory that boosts your attack in exchange for losing your ability to use a shield. However since characters have multiple accessory slots they can equip both of these accessories at the same time and seal shield does not affect the Weapon 2 slot, allowing the character to dual wield and gain the Two Handed attack bonus at the same time. So I need a way of making it so that either you can only equip one of them at a time or making it so that the accessory that seals shields also seals the weapon 2 slot. I have already looked into making each accessory slot a different armor type using Yanfly's Equip Engine(which I also used to give the character's multiple accessory slots in the first place), which works alright but isn't exactly what I prefer to do, so I was hoping there is a way to solve this problem without doing that.
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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.
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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?
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Just some simple questions. 1. Can I make it so that Certain equipment is unusable until I change it? 2. Can I make It so that when you equip/unequip some equipment it changes your sprite?
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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.
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This idea suddenly pops in my mind and I want to discuss to you all if this is a good thing to implement and what other factors it can add to a certain situation in battle. Well the idea is simple: Characters can change Equipment even in the middle of the heat of battle to adapt to certain situations like: Resistances and Weaknesses The Equipment set for characters are: Main (Weapon either ranged or melee), Shield(Responsible for defense and resistance), For example: There are two types of Weaponry in my idea for yet another game *Ranged Weapons* -EX Shells (Explosive Shells) -AP Rounds (Armor Piercing Rounds) -LB Shots (Light Beam Shots) *Melee Weapons* -EX Blades (Exo Blades) -AP Rapiers (Armor Piercing Rapiers) -LB Daggers (Light Beam Daggers) and three types of Shields (Armor) -AEX Shield (Anti Explosive Shield) -AAP Shield (Anti Armor Piercing Shield) -ALB Shield (Anti Light Beam Shield) So the rule is simple, enemies have resistances to certain types (EX, AP, LB) and as well as their attacks and even some enemies change their resistances and weapons so players should also constantly adapt to the situation. By the way, this idea is for a futuristic war against humans and mysterious black entities called Geas. Is it a good idea? Any suggestions about it or any things you want to change? ^~^♥
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Hi everybody, i'm thinking about a complex, touching game story. It will be something about elements war (fire, water .... ) But i don't figure out anything yet. I'm so confuse. Could you guys give me some ideas, a story perharp?