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Found 21 results

  1. Garler

    Making a Balanced Game

    Note: First off, this will be my first tutorial! Not to mention my first post! Also, I created this tutorial for two reasons, one, I was tired of not seeing a tutorial on balancing the game yet, and second, the guide I've been using is for RPG Maker VX. This guide was inspired, and re-written from an old guide I use, or used to use. I'm re-writing it as it doesn't fit in with all the new features of Ace. If you would like to check it out, here it is! http://www.rpgmakerv...showtopic=47252 Now that that has been said, I bring you... A guide to making a balanced game Table of Contents 1. EXP Curve 2. Parameter Curves 3. Creating Enemies - Basic Enemies - Bosses 4. Skills 5. Weapons, Armor, and Items 6. Money 7. Last Words EXP Curve This is pretty simple, what it does is change how fast, or slow you want your class to level up. What I normally do is leave this alone, but feel free to change it how you want! I'll do a little walk through of what each slider does. Base Value: It does what it says! It is the "base" number of EXP it will take to level up. Say you slide everything else down, and leave this one at 30. It will take 30 EXP to level up. Extra Value:This is basically just like the base value. What it does is just add on to what you have for your base value. Say again, we set the base value at 30, and the extra value at 10, it would then take 40 EXP to level up. It just adds it up. Acceleration A: This speeds up or slows down how much EXP it will take to level up. Acceleration B: Does the same thing as Acceleration A. Parameter Curves All these really do is change how much of a certain parameter to will have at a certain level. There are two main ways to change these. The first one is to just drag a line or curve you think is good, I don't recommend doing this. The second one is clicking on Generate Curve. Here is one rule I always use. For health, add two zeros on for level 99. For the rest only add one. I will walk you though all of them. MHP: (Max Health Points) This is how much health you will have in total at a certain level. Say you set your level one health to 57, set your level 99 to 5700. For this one you add two zeros. MMP: (Max Magic Points) This is how much magic you will have in total at a certain level. If you set your magic to 36 at level one, set your level 99 to 360. From here and the rest you add one zero. ATK: (Attack) This is how much physical damage you can do at a certain level. DEF: (Defense) This is how much physical damage you can take at a certain level. MAT: (Magic Attack) This is how much magical damage you can do at a certain level. MDF: (Magic Defence) This is how much magical damage you can take at a certain level. AGI: (Agility) This is how fast you are. It controls if you miss or not, and if you have certain scripts installed, how fast you attack. LUK: (Luck) This controls if you will contract a state or not. The higher your luck, the lower chance you have of getting a certain state, such as poison. Creating Enemies When making enemies, it's kind of hard to figure out how much health they will need so they won't be too easy or too hard to kill. It goes the same way for the rest of the stats. I'll give a quick walk through of what you can do to solve that problem! It is also hard to tell what level you are when you will need to kill them. So play every once in a while to tell. Remember to always check if the enemy is too strong with the Battle Test after. Also, when I make enemies, I don't just make them. I make them as I go in my game! If you make them right from the start, you don't know if they will be too strong, also you might not use most of them. Basic Enemies Normal Enemy MHP: Double the player's health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Around 30% less than the player's attack if you are using low health and such as I am. (Using 15 health at level one.) If you are using stuff like 250 health at level one, keep it the same as the player's. If it is a magic user, I recommend half the player's attack. DEF: Same as the player. MAT: If it's a magic user, Around 30% less than the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Same as the player. AGI: I would recommend around one or two points higher than the player's agility. LUK: Same as players. Dungeon Enemy MHP: Triple the player's Health. MMP: Depends on the skills the enemy has. If it's a magic user, like a mage, give the same amount or double the enemies health. If it isn't a magic user, I recommend either none, or half of the enemies health. ATK: Same as the player, or one point higher. If it is a magic user, around 30% higher than the player's attack. DEF: Around 10% higher. MAT: If it's a magic user, the same as the player's attack, or magic attack. (Which one is higher.) If it isn't, either none or half of the player's. MDF: Around 10% higher. AGI: Same as the player's or one point less if you use certain scripts. LUK: Same or two points higher than the player's. Now, for making the experience they give you is kind of difficult. What I did was keep changing it until I found a decent amount. It depends on your EXP curve you set. I left mine how it was, so the first enemy I encountered has the EXP of 8. Then for the next enemy, you have to see what level you encounter it. Say I encounter the next enemy at a level of 3. I sat that enemies EXP to 14. For the gold, I use half the amount of the EXP. So for 14 EXP, I give 7 gold. Bosses For bosses it is pretty much the same as basic enemies, but with higher stats. For the experience, I give them a lot. Use the same technique as the one for basic enemies, but double the value of the experience. Then for the gold, give half of the amount from the experience. MHP: 5 times higher than the player's. For All the Rest: Times it by 1.5 higher (Or 150%) than the player's. Skills The skills are always one thing I've hated doing. Even after finding a clever way of doing the skills, I stikk hate doing it, but that is my opinion. You could love doing it! But either way, I'll share my technic of how to make the skills. The first thing you want to do, is decide how much Magic (Or Technical) Points you need it to be. To do that, decide how many skills you want the class to have. Say you want to have 20 skills. Use that, and divide it by 100, then you get 5. So that means, every 5 levels, that class will get a skill. So say your first skill will be at level 5. Go to the class and find out how many MMP you will have at level 5. Once you find out, divide it by 5. That is how much MP the skill will cost! Now we move on to the damage, the rest is pretty self explanatory. Type: Pretty easy, what does the spell do? Element: What element is it? Formula: This is wear the magic happens. Click on quick, for Base Value, set that as double of your ATK or MAT. (Depending on if it's a magic user or not.) Then for Physical and Magical it's pretty simple. If it is a physical skill, set the Physical to 100, if it is a magical skill, set the Magical at 100. Variance: This is the range of damage. Say you leave it at 20. It will do between 20% higher or lower of what you set as your formula. Critical: Does the skill have a chance to land a critical? Weapons, Armor, and Items Alright, we've came a long way haven't we? Well we are almost done! Let's move on, first to weapons. If it is a one handed weapon, it should be half of the player's attack. So if a player has an attack of 18, the weapon should be 9. If it is a two handed weapon, it should be 75% of the player's attack. If it is a dual wield weapon, it should be around 30% of the player's attack. For armor, we have three parts. The body, head, and shield. All three pieces should offer a total of 50% defense. If your player doesn't want to use a shield, then take that off and have it offer a total of 35% defense to balance it out. The body armor should offer 25% defense, the head should offer 10%, and the shield should offer 15%. Now for items, for now, I will just explain a healing potion. Potions for HP, it is a good idea to have the potion heal a little more than what the player actually has, for other classes as well. You should also make a potion for around every ten levels. Now, lets say you were making a potion for a level 10 player, with the HP of 198. You want the potion to heal 20% more than what you have. So for that, 39.6 is 198 of 20%. So you use 198, and round that up to 40. Then you add it, to get a total of 238. That would be how much it would heal. Money Now we are moving on to money, how much will it cost to buy certain items? Will you have enough money at the time of the game? This is pretty simple. For weapons and armor, the price should be around 10 to 15 times the amount of stats they have. Say you have a sword with 16 ATK, 6 AGI, and 2 LUK. add that up to 24, and times it around 10 to 15. I will use 10, so the price would be 240. For weapons/armor that have states or resit elements and such, they amount of the item should increase by around 25%. For Inns, the should make the price of it fit in with the theme of the town/city. If it is a broken up town who just came out of a war, the price should be cheap. If it is the richest kingdom in the world, it should cost a lot. For items, I'll again use a HP potion for example. The price should be half of what the potion does. If you have a HP potion that heals 500 HP, it should cost 250. As for other items, such as those that remove poison, or stun, they should cost around how important the state is. Something that cures poison should be cheaper than something that cures stone, while something that cures stone, should be cheaper than something that revives a character from death. Last Words Now it is over! I really hope that this guide has helped. If you see any errors, or something that doesn't seem to be balanced to you let me know! I thank MrE for making the guide I used for more than a year now, and inspiring me to write an up-to-date one! Good luck on balancing your game, and have fun!
  2. Purple Phantom

    Stuff for a Humour-Based Game

    Basically, I'm making a humour-based game and need to figure out a whole bunch of skills, weapons, items and states. While I don't need much of a "team" for this project, I think multiple people putting their heads together would be super useful! (Feel free to make skills that both damage enemies and heal allies - I can do that.) Current Weapon Types: Basic - Basically, your basic weapons such as knives. Explosive - If it makes your enemies go out with a bang, it goes here. Tech - If it's technology, it goes here, especially if it's robotic in nature. Special - It it's enchanted, paranormal or one-of-a-kind, it goes here. Unconventional - Something you wouldn't normally use as a weapon, but could be used as a weapon, such as pool cues or vintage vinyl. Oddly Convenient - You wouldn't normally reach for it, but it could be found in a shed - you know, like a cricket bat. Electric - If it's shocking, it goes here. (I guess you could say these weapons are a real buzzkill for your enemies. Funny, right? Riiiight? Only me? Okay.) Character Specific - The weapon is either Harpoon-related (has a chance to Bind an enemy using harpoons), Mirror-related (reflects damage back onto the enemy because logic) or Lucky (has a chance to add a variety of states to enemies). Current Skill Types: Technology - Technology Skills use technology equips and Tech Points. Special - Special Skills are just special things for each character to do. One character mainly does damage skills, one character does a main combo of damage and shield skills and one character mainly has buff, debuff and healing skills. Super Special - Super Special Skills are basically character-specific buffs and debuffs for that character only. One character can activate radioactive superpowers in the form of a minor boots to all of their stats or a major boost to one or two of them, one character can activate a monster form or possessed form and raise some of their stats and one character can summon help from beyond the grave in the form of zombies or vampires, significantly boosting their stats. I'd like more ideas for different things they could do for themselves. Current Item Types: Healing - Your basic healing items. Damaging - Damages either a party member or an enemy. Tech Chips - Use Tech Chips on your Technology Weapons to boost their stats. Snake Oil - Needs to be identified before it cam be used. It's either a Healing or Damaging item. I'll update this as more stuff is added and eventually add a list of each of these things, but go crazy with your ideas! I may change the names of some of the things, but don't let that stop you from making a name for your idea! ALL CURRENT THINGS FOR THIS (without actual descriptions): ITEMS: WEAPONS: ARMOURS: (I'll add the skills and states later, as I'm heading to bed right now.)
  3. I need to find a way for the damage formula to check the weapon's element. No, "Normal attack" for the skill won't work for what I'm trying to do. I need something that allows me to say "if weapons is fire, [insert formula here]"
  4. Hey folks! I'm not sure if this exists yet (doing some searching through the forums tells me no) but today I'm looking for a plugin that gives Actors the ability to have multiple weapons in their loadout, similar to Valve's Team Fotress 2; in that you can switch between your three weapons in battle. It could also make the weapons themselves govern and adjust your TP, effectively using them as ammunition, if it's possible. (For example a shotgun would let the player only have 6 AP, whereas a pistol would have around 10 or 12 max TP.) The idea is fairly simple: Primary weapon governs the main attack. Your "Default" weapon. Manages the direct attack and skills. Fairly unchanged from the main idea of a weapon. This will govern your stock AP, for instance having an assault rifle equipped will make you have more TP than, say, a pistol. Secondary weapon makes it possible to use different skills while still having it be able to attack (granted, with some downsides attatched.) Secondary slot could give negative bonuses, like -25% decreased accuracy due to hip-fire. Can switch from Secondary to primary in battle, also switching your TP. The secondary slot can also be changed to the "Dual Wield" slot, effectively doing the same thing as having 2 primary weapons equipped, functioning by and large to how it does in the standard core. Tertiary weapon allows you to equip YET ANOTHER weapon, usually a melee weapon or a sidearm like a pistol. When used just as the weapon, drastically reduces the weapon's stats, at maximum a -75% decreased attack power or something of the like. Can be switched to primary as well in battle to change your TP. If such a thing exists, let me know! Thanks much, Kirby (edit, forgot TP is not called AP.)
  5. Praygon

    Undertale Weapons & Icons

    Hey everyone hope you're having a good day. Im extremely new to sprite work but I really wanted to make a set of undertale weapons for a small personal project I am working on. Ill be adding A blue papyrus bone,The human weapons and any others I can think of over the next few days. Id love for any critique on the work as im still learning all the ins and outs. also feel free to make requests. Feel free to use these in your projects and the original designs were made by toby fox. Edit: If it glows red it's evil (added the Real knife - Red version based on the steam badge artwork) Asgore's Trident Undyne's Energy Spear Metatton's leg? True enging bosses Sword Mini Mettabot Icons Mini mettaton Icons A stick yo Toy knife The real knife
  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. Hello, I have recently started working on a game that will have a fairly item-based battle system. I was hoping some people could point me to scripts (if they actually exist) or just general ways to accomplish my goals, since I have not had any luck finding them on my own. The easiest method for accomplishing what I want (I think) would be calling a common event with an equipped weapon and using a variable to trigger the learning of the skill. My preferred method would have just used consumable items because those already can call common events but that made a whole bunch of other thing necessary and it got complicated. Anyway. I want the weapons to teach characters a skill after so many uses (determined by variables) and I also want to make sure the skills are learned AFTER battle. Lastly, I want to prevent the players from being able to select the other equipment slots on the menu since they won't be used at all. I only found a way to remove the names but the players can still cursor over and select the empty spaces. Thanks in advance
  8. 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?
  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. Eva Zumrova

    Weapon + magic charset

    Hello, I would like to know if someone can direct me to weapon's charset useable with Falcao's ABS. I need at least one for these weapons. spear book smaller gun (the ones provided are too big, but useful for spread attacks) katana normal looking sword mace or flail anything else :-) I have the ones provided in the demo and the ones posted by Falcao. I tried to look for them myself, but with no luck. Or can some really nice pixel artist make them ;-) I'm as well looking for ones for magical attacks. I did found one charset (see attachment). I do like it, but is there more? Especially for the other elements as the fire one is like in every ABS demo :-D And does anyone know who made it? I found it with google, but there were no credits for it. I want them for RTP sized (chibies :-)) sprites :-) I as well a question about animations? I hope you don't mind this question here. What tips you can give me when making/setting them in the animation's editor? I can't seem to find a good X,Y position for them to play properly in all directions. Thank you a lot :-) Edit: I found the spear animation :-) any suggestion is still welcomed.
  11. Does anyone have a good idea for how much weapons should add to certain parameters? I've been using this one method but I feel like it gives my characters too much attack and nothing else to other stats, so I had my characters with really powerful regular attacks and physical skills but any magical skills did very little damage. Anyone have a good way I could make weapons not add to much to a characters attack and how I can buff the magic attack a little bit aswell.
  12. Tsukihime

    Weapon Damage

    In RPG Maker, weapons can be equipped to actors. You can also equip them to enemies if you use plugins like Enemy Equips. Weapons can provide parameter bonuses like extra atk and agi, but you can't specify a damage value for the weapons themselves. For example, if you wanted to have the normal attack skill's damage value to be equal to the amount of damage dealt by the weapon, you would be unable to say this directly. You could say that the "atk" bonus from the weapon represents how much damage the weapon can do, but if you were to reference the actor's atk, you would be including any additional atk bonuses that aren't part of the weapon. This plugin allows you to define weapon damage formulas, which can be used in your skill formulas if necessary. By separating the weapon damage from your atk, you have more control over how your want your skills to be set up! More information and downloads available at HimeWorks Free for Commercial and Non-Commercial use
  13. Hi there, As a long time user of RPG Maker 2000, I'm very confused at the moment, as I can't seem to find a way to make an equipped weapon hit all enemies at once. I assume there must be a way somehow, as it was simply a check box for each weapon in 2000, but I can't find it for the life of me... Nothing in the Features, no check box... Any ideas? Thanks.
  14. Rezanta

    Bows that Bow

    Alrighty, this is for those bow lovers, like them goblins in Zelda... You may have wanted to use a bow-based weapon in your game, whether it be for an enemy or for you. But does your bow give you an edge? Let's look at a simple game for reference. Angry Birds used a slingshot to fling birds into structures to kill pigs. Bows can be viewed as one, and you can get very inspirational at this point. Throw some potions with a bow, or throw some swords as if they were arrows. There's countless ways to do this, and all of them can work well. Something else you could place with the bow is how many times can you attack, and if it increases your speed or not. Bows are one of the most used weapons in many animes, games, comics, shows that use weapons, and even references (Thank you Skyrim ). I want to point out that you shouldn't make the bow as powerful as a physical weapon. You can make it the same strength as a magical weapon, or as powerful as you can gap close, but something works as where swords are powerful against bows in close-ranged combat, something Fire Emblem shows well. You also don't want your bow giving really any defensive bonuses, unless its made directly for that purpose. This one isn't as long in terms of a list, but when I get to other applications, it really just would mimic the ability post. Any other things you feel pleased to add is a great idea. And don't forget, save it now, or risk doing it again.
  15. Name: Conjure Weapons Version: 1.1 Author: Mr. Trivel Created: 2015-11-27 What does it do? Allows skills to conjure weapons that last for a few turns or until battle ends. Screenshots: Nothing to really show here. How to use? Find a skill that you want to conjure a weapon and place the following tag in it's note field: <ConjureWeapon: [WEAPON_ID], [DURATION]> [WEAPON_ID] - ID of the weapon you want it to conjure [DURATION] - How many turns it'll last, 0 being it'll last for whole battle. 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.
  16. Hey all. Phil here again with another question to ponder. I am starting out with my RPG's battle system, and I'm needing to create monsters, items, weapons, armor, etc. However, I'm not sure what numbers I should be using. it is wise to use the numerical data that is attributed to the weapons and content already in the vanilla RPG Maker VX Ace (e.g. the Hand Ax weapon has 15 ATK, for instance. I'd keep the numbers and stats, but change the item name and description to be better suited for my own game)? Another example would be the Slime enemy which has 100 HP and drops 3 EXP points upon defeat. Should I just use these general numbers to start out with? I hope I made myself clear enough!
  17. Myst88

    Weapon effects

    So I've been working on weapons and got thinking what effects could different weapons have? For example a Mage can equip either staffs or magic tomes. Magic tomes have higher magic attack stats plus they always add an element to attacks (Fire tome will do a normal fire attack etc) But I'm unsure about staffs. I think if characters can equip more then one weapon type it's a good idea to have advantages/disadvantages to each weapon. Just so players don't equip the strongest one, instead they have to think about it and equip the weapon that best suits their play style. (Or depending on what situation their in) So what do you think would be a good weapon effect?
  18. So I was thinking of making a sort of TF2 style weapon system for my game using the Add skill property. By that I mean no weapon is objectively better than another, they just have different stats and add different skills. I think this would bring an interesting twist to the way equipping normally works but I am slightly concerned about the fact that it may take some progression away from the game. The same could be done for 'secondary weapons' as well as armour and things using Yanfly's custom equip script. Still, it may cause some issues with progression. What do you guys think?
  19. 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.
  20. Pretty much my game will have 4 core classes ( must do) and 4 extra, if I have the time. You won't be able to buy weapons/armor from the store but instead will upgrade your curent weapons / armors at a blacksmith (based on your class). Do you guyz think it is worth the effort to make custom sprites for the sheated weapons (definetly doing armor since it is way easier) and implement them? (it does take quite a while considering I gotta make each one for 9 frames, and I will have to make multiple upgrades for each weapon so 4x let's say 3-4 upgrades at start x 9). Do you think people actually notice this kind of stuff and apreciate it or they just ignore it?
  21. I want to put living, spiritual weapons in my game. In other words, weapons that level up with the user, in order to avoid the hassle of creating an entire set of weapons. Does anyone think this is a good idea considering that my game is taking place in feudal Japan? If not, I will create a series of "Family" weapons, or in other words, weapons belonging to powerful and rich families, with special properties based upon the beliefs of said family. EX: Wakarashi Family owns a blade, blade's name is Muramasa, and according to them it used to belong to a demonic blacksmith, who had a thing for bloodshed. Then said Blade would have the properties of Demonic and Berserk. For spiritual/living weapons, each character would be given one weapon that COULD be replaced, the weapon would have it's own stats and grow with the character. It wouldn't be like they couldn't be replaced, they can by other more powerful weapons which have a lower and slower growth curve, but I wanted your opinions before I posted it to script requests.
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