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How I Stopped Worrying and Learned To Make a Game

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Post by Lief Katano 30th August 2014, 10:58 pm

All characters have eight base stats:
Attack, which is the default to use for hurting things more with physical skills.
Defense, which is the default to use to reduce damage from physical skills.
Magic Attack, which is like Attack for magical attacks.
Magic Defense, which is Defense for magical attacks.
Speed, which affects the order of turns and can be changed with Ability Speeds.
Luck, which has something to do with statuses or something.
HP, which affects how much damage you can take before you are Dead.
MP, which is what you use to cast spells. Too little MP means you can't cast spells.

All of these are determined with a class's base stats, and can be changed by a specific point value with equipment.

There's also effects you can apply to the equipment, which appears to be the same effects you can apply to a character and classes and statuses. They can change things like how many times a character can attack with the weapon equipped, what they can equip with the piece of equipment on, how much a character is affected by statuses and elemental attacks, and even add skills that they can use! It can also change other not-base stats, like regeneration, how often a character is targeted, how often a character can hit or avoid attacks, how effective an item is, how often they critical or not be criticaled, or how much EXP they get. It can also increase the base values by certain percentages, so the equipment scales with how powerful the character is.
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Post by Truthseeker4449 30th August 2014, 11:18 pm

That doesn't confuse so much as your question about what should emotional armor should do. It seems to me that you negated your question in your first answer.

Maybe I'm just mentally fried...
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Post by Lief Katano 30th August 2014, 11:26 pm

Emotions are basically an armor that I made up for Lux that makes his stats customizeable. I was wondering if Lux's stats should be raised normally (using the points on the armor) or have Lux's base stats modified with percentages.
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Post by Nopon 30th August 2014, 11:40 pm

http://upload.wikimedia.org/wikipedia/commons/thumb/c/ce/Plutchik-wheel.svg/450px-Plutchik-wheel.svg.png

I use that normally, I say each base emotion boosts one stat and decreases the one opposite it and mixed ones boost two

Why not use fixed numbers but have more intense emotions(closer to center) use larger numbers?
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Post by Lief Katano 31st August 2014, 4:34 pm

Or we could do a mixture of both. (More intense emotions give a bigger % boost) I mean, it doesn't matter now because I wrote up all the stuff, but it's a thought.

Lux's emotions:

I also added a battle background for Waldo - it's a picture of the ocean from Google Images that has a platform from Pokémon HeartGold and Soul Silver imposed on it for Waldo to stand on. In other news, I can't tell when to stop putting references into games.

I also started creating battle data for Much and the dragon he summons (I'm pretty sure Lux had him summoning a dragon). For Much I used a recolored image of Merlon, while for the dragon - which I have named "Lord Dragon" - I used Nova Dragon's card from Final Fantasy IX. This makes him pretty small - smaller then Much - but that could be Played For Laughs or I could make him bigger. Or I could accept that these probably won't get much farther then placeholders and move on.
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Post by returnofmastercrazyhand 31st August 2014, 4:41 pm

good ideas!
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Post by returnofmastercrazyhand 31st August 2014, 4:48 pm

might I ask how we are going to play the game once it's done though?
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Post by Lief Katano 31st August 2014, 4:55 pm

I am going to have to bug zikeep about that.
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Post by Truthseeker4449 31st August 2014, 8:15 pm

I presume it'll be exported as an executable file that may or may not have to be compressed into a ZIP or RAR before it can be distributed through Dropbox.
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Post by Lief Katano 1st September 2014, 12:03 am

So on a whim I decided to add stuff to each character class (which is pretty much the character):

Class effects:
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Post by Nopon 3rd September 2014, 8:48 pm

Not sure if this is a good idea or not, but maybe near the start of the story Greece/Bunny are mad at each other for getting stranded on Morbo and blame each other, and for a time have a condition set so that you can't have both on your party without ill effects......

maybe have a status called "grudge" which runs a check to see if any other player/enemy has the status "grudge" and then sets the attack to auto target them? This way during the fighting period of the story, both Greece and Bunny have the "grudge" status on them at all times making having both on the same party a bad idea.

oh and if you couldn't get love to work, maybe instead set it up to just radically reduce hit rate?

oh, and thinking of making it that Cap's ship has a bunch of things that make it seem like he brought us together (like maybe Greece's spare gas container, part of Jokool's ship) and we all assume that, but after the end credits its revealed that all that stuff had nothing to do with us (he took the gas cause he was cheap and found the part of jokool's ship)
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Post by Lief Katano 3rd September 2014, 9:10 pm

You are overestimating the abilities of me/RPG Maker VX Ace. also assuming we ever get around to putting chemistry boosts in how would that even work Like the idea for the story, though, more then what you had for Lima, at least.

Any objections? *looks at Greece and Bunny*
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Post by Greece 3rd September 2014, 9:31 pm

I don't mind.
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Post by Nopon 3rd September 2014, 11:01 pm

I shall begin work on a script soonish!
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Post by Lief Katano 3rd September 2014, 11:09 pm

If the people don't mind that we bring in some other people's work for the game, I know of a script that will make the Emotions equipping for Lux a lot better (and also making him even more of a Mechanically Unusual Character).
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