How I Stopped Worrying and Learned To Make a Game
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Caprizant
Truthseeker4449
returnofmastercrazyhand
Greece
Lief Katano
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Re: How I Stopped Worrying and Learned To Make a Game
Not at all. RPG Maker uses just one formula (at least for the base damage), while Final Fantasy uses multiple. Just for reference's sake, the attacks' damage formulas are (mat = magic attack, mdf = magic defense, a. refers to the user, b. refers to the target):
Fo̱tiá Pnév̱ma: a.atk * 2 + a.mat * 3 - b.def * 1 - b.mdf * 3
Krýo Zó̱ni̱: a.atk * 3 + a.mat * 1.5 - b.def * 1.5 - b.mdf * 1.5
I̱lektrikí̱ Apergía: a.atk * 6 + a.mat * 1 - b.def * 3 - b.mdf * 1
Máv̱ro Ánemos: (a.mhp - a.hp) * 2 - b.def * 1
Kólasi̱ Neroú: a.atk * 1 + a.mat * 3.5 - b.def * 0.5 - b.mdf * 3.5
Ádi̱ Gi̱s: a.atk * 7 + a.mat * 0.5 - b.def * 3.5 - b.mdf * 0.5
Skoúro Syntriví̱: a.atk * 4 + a.mat * 2 - b.def * 2 - b.mdf * 2
(Apergía tou Thanátou has no damage calculation, just a flat "are you dead?" check. Which is 100% unless the enemy has Death resistance, such as a boss.
Also don't ask me why the magic defense multiplier is the same as the magic attack multiplier.)
Fo̱tiá Pnév̱ma: a.atk * 2 + a.mat * 3 - b.def * 1 - b.mdf * 3
Krýo Zó̱ni̱: a.atk * 3 + a.mat * 1.5 - b.def * 1.5 - b.mdf * 1.5
I̱lektrikí̱ Apergía: a.atk * 6 + a.mat * 1 - b.def * 3 - b.mdf * 1
Máv̱ro Ánemos: (a.mhp - a.hp) * 2 - b.def * 1
Kólasi̱ Neroú: a.atk * 1 + a.mat * 3.5 - b.def * 0.5 - b.mdf * 3.5
Ádi̱ Gi̱s: a.atk * 7 + a.mat * 0.5 - b.def * 3.5 - b.mdf * 0.5
Skoúro Syntriví̱: a.atk * 4 + a.mat * 2 - b.def * 2 - b.mdf * 2
(Apergía tou Thanátou has no damage calculation, just a flat "are you dead?" check. Which is 100% unless the enemy has Death resistance, such as a boss.
Also don't ask me why the magic defense multiplier is the same as the magic attack multiplier.)
Lief Katano- : If I had a gil for all the fiends...
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Re: How I Stopped Worrying and Learned To Make a Game
Sure we could just go the whole used to have younger siblings route :p
I have a tendency to slowly get darker in my stories so be sure to reel me back in :p
I have a tendency to slowly get darker in my stories so be sure to reel me back in :p
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Re: How I Stopped Worrying and Learned To Make a Game
I've hit a bit of a snag when making romch's stealing skills: I can't both add a stat debuff to the enemy and a stat bonus to romch.
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Re: How I Stopped Worrying and Learned To Make a Game
is the issue limited number of effects or not being able to target both foe and caster at once?
also got an idea for shipping lane! The enemies there are able to inflict 'love' a status that makes a target unable to attack the foe that cast it on them some of the time. Charles is the only one immune to that status because he is a 'heart breaker'. He also gets an ability that lets him grant status effect immunity to an other target, and also like a cleanse move to remove status ailments.
also got an idea for shipping lane! The enemies there are able to inflict 'love' a status that makes a target unable to attack the foe that cast it on them some of the time. Charles is the only one immune to that status because he is a 'heart breaker'. He also gets an ability that lets him grant status effect immunity to an other target, and also like a cleanse move to remove status ailments.
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Re: How I Stopped Worrying and Learned To Make a Game
Can't target both the foe and the user at once and I can't common event a battle-limited status effect bonus.Lux wrote:is the issue limited number of effects or not being able to target both foe and caster at once?
My only problem with this is that, as far as I know, you can't make an enemy not be targeted. There's a thing called Target Rate, which increases the rate that the person will be targeted, but as far as I know that can only affect the AI and not the players.also got an idea for shipping lane! The enemies there are able to inflict 'love' a status that makes a target unable to attack the foe that cast it on them some of the time. Charles is the only one immune to that status because he is a 'heart breaker'. He also gets an ability that lets him grant status effect immunity to an other target, and also like a cleanse move to remove status ailments.
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Re: How I Stopped Worrying and Learned To Make a Game
perhaps instead have a variation of paralysis the way infatuation works in pokemon?
as for romch, why not seperate the stealing stats, and gaining stats to 2 attacks? one to collect stats in a bag and the other to to give them to himself, or someone in the form of a status? that way you can set that status to remove itself after combat?
as for romch, why not seperate the stealing stats, and gaining stats to 2 attacks? one to collect stats in a bag and the other to to give them to himself, or someone in the form of a status? that way you can set that status to remove itself after combat?
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Re: How I Stopped Worrying and Learned To Make a Game
I might be able to make a common event that, if the move works, adds an item that boosts the in-battle stats of a guy, if that's what you mean. (Like it adds the status buff.)
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Re: How I Stopped Worrying and Learned To Make a Game
That's the thingy!
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Re: How I Stopped Worrying and Learned To Make a Game
Pokémon-like Charm isn't available. You can either move, or you can't.
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Re: How I Stopped Worrying and Learned To Make a Game
Lief Katano wrote:I'unno, Cap not being too prominent kind of fits the forum well :B
Hey! I pop up when my salary starts running dry and I need to make some jokes to drive it up :B
That said, I'm a fan of keeping my character in the background. Though one thing I'd like to play up is the "incompetent, indecisive scientist" role, if you guys can work that in.
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Re: How I Stopped Worrying and Learned To Make a Game
Alright, so slight update on how things are progressing: I've made a Charm-M and a Charm-F status. Charm-M is used by male enemies, and Charm-F is used by female enemies. Charm-M is resisted by male characters, and Charm-F is resisted by female characters and Charles and excluding Lima. I probably could've just rolled it into a singular "Charm" status and made just Charles immune to it, but it would've ended up bugging me for no rational reason and it wasn't like making them was a huge effort. Charles' charm-removal skill is called Charmdi, which I stole from Persona 3. Feel free to change the name.
I added romch's Steal: Whatever skills in, along with the items. All of them are referred to as Stolen xexcept for Luck for a while which I called Luck Locust because of Raidou Kuzunoha 2 but I thought against it
I also made zikeep an Omega Knight, which has awful initial stats and they rise slowly, except for Speed. His initial skill is Splash which does what you think it might do and honestly the game could do without it but I couldn't resist making it.
I was thinking about having Lux's abilities be named after an emotion and then have its damage increased by its corresponding Emotion equipment. Thoughts? ...also, what emotions would the Emotion equipment represent and what would they do? Would they increase/decrease stats by a percentage or work like other pieces of equipment?
I added romch's Steal: Whatever skills in, along with the items. All of them are referred to as Stolen x
I also made zikeep an Omega Knight, which has awful initial stats and they rise slowly, except for Speed. His initial skill is Splash which does what you think it might do and honestly the game could do without it but I couldn't resist making it.
- Speaking of class titles:
- Lief - Paladin Ability: Chivalry
romch - Lightning Thief Ability: Thievery
TS - Soul Captain Ability: Demon Arts
jokool - Cool Pilot Ability: Ice Sword
Lux - Dream Warrior Ability: Dream Magic
Bunny - Flaming Archer Ability: Archery and Black Magic (may just get rid of and make into Archery)
Greece - Summoner of Ancients Ability: Summon Magic
Lima - Spy Monk Ability: Fighting Arts
Charles - Heartbreaker Ability: White Magic
zikeep - Omega Knight Ability: Omega
I was thinking about having Lux's abilities be named after an emotion and then have its damage increased by its corresponding Emotion equipment. Thoughts? ...also, what emotions would the Emotion equipment represent and what would they do? Would they increase/decrease stats by a percentage or work like other pieces of equipment?
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Re: How I Stopped Worrying and Learned To Make a Game
About an hour later, I entered data for the first boss: Waldo the Magikarp! (Known only as Waldo.)
- Battle Primer - Waldo:
- HP: 3940
MP: 0
Attack: 294
Defense: 146
Magic Attack: 112
Magic Defense: 184
Speed: 150
Luck: 129
Battle Features
Hit Rate = 100%
Evade Rate = 0%
Element Rate: Thunder = 200%
Skill List
Splash - Flail around uselessly.
Splash Mark Waldo - SPLASH ALL OVER THE WORLD (Deals Normal-type Physical Rating 120 damage. (Ed. Note: Targets all enemies.)
Dragon Rage - Deals Dragon-type damage equal to 40% of the target's max HP. (Ed. Note: The Dragon-type means nothing. Neither does the Normal-type, really. They both deal non-elemental damage. There aren't any PCs with bodies made of stone or steel, nor are any of them ghosts or fairies or dragons, so it should be fine.)
Flail - Deal damage equal to a normal attack, except that Attack is replaced with missing HP. Given that Waldo has 3940 HP...
Lief Katano- : If I had a gil for all the fiends...
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Re: How I Stopped Worrying and Learned To Make a Game
Can we latinize De-Charm?Lief Katano wrote:Alright, so slight update on how things are progressing: I've made a Charm-M and a Charm-F status. Charm-M is used by male enemies, and Charm-F is used by female enemies. Charm-M is resisted by male characters, and Charm-F is resisted by female characters and Charles and excluding Lima. I probably could've just rolled it into a singular "Charm" status and made just Charles immune to it, but it would've ended up bugging me for no rational reason and it wasn't like making them was a huge effort. Charles' charm-removal skill is called Charmdi, which I stole from Persona 3. Feel free to change the name.
Okay. So how do pieces of equipment work?I was thinking about having Lux's abilities be named after an emotion and then have its damage increased by its corresponding Emotion equipment. Thoughts? ...also, what emotions would the Emotion equipment represent and what would they do? Would they increase/decrease stats by a percentage or work like other pieces of equipment?
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Re: How I Stopped Worrying and Learned To Make a Game
Fallax gratia discutere, which honestly sounds too wordy and results in it becoming squished together.
Pieces of equipment work like this: you equip them. Your stats raise. You can add effects to them, such as gaining an HP-regeneration effect or increased evade/magic evade, or increasing stats by a percentage.
Pieces of equipment work like this: you equip them. Your stats raise. You can add effects to them, such as gaining an HP-regeneration effect or increased evade/magic evade, or increasing stats by a percentage.
Lief Katano- : If I had a gil for all the fiends...
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Re: How I Stopped Worrying and Learned To Make a Game
*curses the Holy Roman Empire*
You have succeeded in confusing me.
You have succeeded in confusing me.
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