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So, I had to scrap my first, second, third, and fourth drafts of the main story for my project, as I adapted to the scripts and features of the project. Now I have some vague ideas and scenes that I think would be cool, but I'm hoping some of you awesome people can help me make the ideas work together. So, I have a mist that spawns monsters and the monsters can cause mist to form by infesting an area. This is because I have a system in place that allows me to set a mist level in an area, once you defeat a determined amount of monsters in an area you can either outright clear that area of mist, or cause a boss monster to spawn which once you defeat, will clear the area of mist. This allows a player to either farm an area (by killing a few and then leaving making all monsters respawn) or clear an area. Some areas will need to be cleared to forward the plot, via quests/missions obtained from the Monster Hunter Guild. So... I decided that I'd set up some lore that long long ago, in the very distant past, a global magical war was waged that nearly destroyed the world, and during the final battle the mist was created, which threatened to kill all of humanity because monsters would spawn in the mist during the night/darkness. A group of magicians formed known as the Runic Magestrum when they discovered they could create magical runes that repelled the mist, thereby keeping towns safe as they would place these runes in the city and walls around the city to keep monsters from spawning inside. This is basically the status quo for a few thousand years. The Magestrum provides protection for towns, and a group within the Magestrum known at Runic Knights can go in and kill monsters and allow the Magestrum Monks to put down runes to create a new town when one is needed. The problem is that to power the runes, you need magical ink that comes from killing monsters (and using their blood), so you just can't eradicate mist and monsters all together because the runes would eventually fail and you would be overrun. Thus both Knights and Monks are both needed (as the knights can go harvest more blood) to keep a town safe. In my game, a tragic accident happens on a small isolated kingdom that leaves a town without any knights. A monster hunter guild is formed that uses physical combat techniques instead of magic to defeat monsters and obtain their blood. Strangely, at the same time, the mist is starting to behave strangely. Usually, during the daytime, the mist dissipates and will allow for some limited travel between towns, however, for the last several months, the mist persists even during the brightest of days. This is why no one has gone to the central Magestrum HQ to recruit more knights. This is most of what I have figured out. So the game starts without any Runic Knights in town, and only 2 monks left. The town quickly decides that only 1 monk can leave the temple at any one time to avoid being without any monks at all, since they are the only ones who can power the town's protection runes. The characters in the game go from job to job, dealing with monsters and obtaining ink for the monks. At one point, they will go to an abandoned town and find a ship has crashed into the port and has 1 surviving knight on it. The knight will tell them of some sort of tragic event (no idea of what scale or nature) that had them trying to reach an ancient temple near a volcano that is in the kingdom for some reason. I do have an idea about some sort of magical staff that has been broken into 4 parts and placed in 4 different temples, all engulfed in mist and crawling with monsters, so the party must travel from temple to temple to assemble the staff, but I have no idea what the end use of the staff could be or what the solution to the whole mist/monster situation. Does the end goal mean clearing the mist forever? Do we find that the magestrum is actually the ones who create the mist to create a need for them to be in power positions throughout the world? Is there a super monster that creates the mist and once we defeat it the world is safe? Any help on getting the plot straightened out would be appreciated! Here is a link to my main development post if you need more information on the project: http://www.rpgmakervxace.net/topic/16256-monster-hunter-logan-redux/ Thanks!
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What you see here is the monster starts with 1 of 6 random buffs and a weakness tied to it. Logan and Seth can expose the weaknesses of monsters. Once exposed, the equipped weapons of the party can be used to exploit the weakness to remove the buff and do increased damage. Requires either base troop events from Yanfly or a bunch of copy and paste. You set up variables to randomize which buff/weakness is set up as states on each enemy. You set up a common event to run when you use the expose skill that allows you to use the targeted state to find which enemy the skill was just used on, then you remove the target state when you set the new state of being exposed. If anyone wants more details, please comment below.
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TSBS - Theolized Side Battle System - Actions and Sequences Part 2
Wren posted a blog entry in Wren's Blog
Greetings everyone! I've continued to refine and expand on the guard skill. Now the system can tell if a character is equipped with a shield and make the appropriate animation. To do this I had to create shields as weapons and make all characters dual wield. It requires a bunch of set up, but check out this vid! First, you have to set up a check to see if the shield is equipped. # --------------------------------------------------------------------------- # Logan Advanced Shield Guard # --------------------------------------------------------------------------- "Logan-K-Guard" => [ [false,false], [:if, "$game_actors[1].equips[1].nil?" , "GUARD" , "Logan-Dual-Guard"], ], # --------------------------------------------------------------------------- # Logan Advanced Shield Guard part 2 # --------------------------------------------------------------------------- "Logan-Dual-Guard" => [ [false,false], [:if, "$game_actors[1].weapons[1].wtype_id == 20" , "SHIELD-GUARD" , "GUARD"], ], Set one of these up for each playable character, then set up your icon keys: "Guard" => [4, -9, -12, true, 85, -35, 6, -1], "Shield-Guard" => [0, 4, -8, true, 15, 40, 6, -2], Then set up your database animation and link your actor to his own guard skill with the tag: <guard: 2> Then tag the guard skill with your sequence: \sequence : Logan-K-Guard-
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Strange Idea for a side project in the Monster Hunter Logan universe...
Wren posted a topic in Theory and Development
What if I set up short vids in a parody of "The Bachelor" with Logan acting like the bachelor and the 8 ladies possible in the game interact and have people here and youtube vote for who gets voted off every week? Really stupid? Mildly entertaining?- 7 replies
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Monster Hunter Logan - Lore and Universe (Need a little help)
Wren posted a topic in Theory and Development
The world of Aagoshia is a fantasy world were monsters have become the biggest threat to mankind. Humanity was on the brink of destruction when the founders of the Runic Magestrum discovered how to create magical runes to protect their walled cities from monsters. These cities grew in size, usually with their own farms built right in so they could be protected by the runes. For thousands of years the Runic Monks and Runic Knights have been the only defense against the horrible monster creatures of the world. As a result, the Magestrum has become a very important part of society, they have massive keeps where they house the knights and monks that support them. Runic Knights are armored in runic armor and use runic weapons to clear an area of monsters, and Runic Monks create protection runes to keep the area safe. In the small island kingdom of Caldarra, one man discovered a way to defeat monsters using 6 special techniques. As a young man he was turned away from the Magestrum because he had no ability to manipulate or interact with Runes. Many years pass and the guild now has 5 members, and something strange is happening in Caldarra. The last few generations of people there have seen a drastic decrease in the number of people who can use runic magic. The Magestrum in Caldarra also suffered a disaster 5 years ago when the last Runic Knight and several Monks left to try and secure a new area but were never seen from again. Something is happening to the runic magic and the people of Caldarra are turning to the Monster Hunter Guild for help, and in the last few years the guild has expanded from 2 people up to 5. Of the 3 newest members of the Monster Hunter Guild, Logan seems to have the most natural talent and instincts with the 6 Attacks, but like the others can not use runic magic. ----------------- That's all I have so far. I haven't decided on what is actually happening to the source of runic power, or what that source really is, or what Monster Hunter Logan is going to do about it in the long run. If anyone has some ideas or would let me bounce some off of them, that would be great.- 19 replies
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Okay, my current project is trying to put a little strategy back into a simple front view battle system. The premise is that when fighting monsters (non human enemies) the monster hunter classes can us 1 of 6 attacks against the monster. Each monster type (slime, rat, bat, etc) is weak against 1 of the attack types and strong against another(shown in the in game codex as well as a short tutorial). If you use an attack that the monster is strong against they not only don't take much damage but they do some sort of special counter attack or ability. Then to put a throttle on how many special attacks you can make I set up all special attacks to take 12 TP and then set up normal attack to provide 0 TP on hits, and set up guard to return 6 TP. So, guard becomes useful again because to set up a special attack you have to guard. All monsters also have a pretty hefty defense rating so you can't just tap attack during every fight and expect to be efficient. So, what I would like to discuss is how to put in a system that works with this but is tailored for human type enemies and another one against ghosts/zombies/skeletons. At first I thought about adding major normal type elemental attacks (fire, ice, earth) effects to a different class called Runic Knights who apply runes to their weapons and armor that adds elemental damage, skills, and resistances. So the Monster Hunter class is there to take down the monsters, and Runic Knights take down Assassins, soldiers, archers, etc. Then I also have an idea for Runic Monks who are like a combo between clerics and priests. But so far I can't seem to make the Runic Knights and Monks... special. They are just sorta... bland. Any help would be appreciated! (and a credit for game design included)


