UTILIZING THE CLASS TAB FOR DIFFERENT EFFECTS? [2K3]

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So recently, after reading a tutorial on how to do a Mystic Knight ala FFV style, I starting thinking if it'd be possible to do something akin to statuses and/or elemental weakness (i.e. a character has a status Oil which makes you weak to Fire, or i.e. the character equips a Flame Shield that increases resistance to Fire, but decreases resistance to Ice). I'm wondering if it wouldn't be possible to make the Class fit in with this? I'm aware that I'd have to copy/paste each different class multiple, multiple times to make sure that there's one for each instance (which could end up as a lot. My game uses roughly 20 attributes right now and 50 conditions, though not all would be used obviously). Would it be possible to set it so that if a character were under say, Oil status or say, equipped with the Flame Shield, that a Common Event could be ran to change that character's Class into an exact duplicate of their normal, but with different elemental/status resistances? Or would this be too much work to do?

Likewise, I'm assuming that this would be a good way to utilize making party members that can't be controlled playable later without having duplicate character slots and other things, right?

And to top this off, would this force players to restart a current file that does not have changes done in the Class tab

Just trying to brainstorm some ideas with this and whether or not it'd be worth the effort @_@
I'm interested to see what people come up with. The original proposed idea sounds a bit complicated. I've always either ignored the class option or used it for multiple classes. Very far out, I know.
I never used the class option ever. I just thought of this recently due to the Mystic Knight Spellblade article I read on Ultima Island. It FEELS like this should work though...just don't know IF it does. x_x
To simplify this:

1) Hero A has normal resistance to all elements. Hero A equips Ice Shield, giving him absorption to Ice and weakness to Fire. Since you cannot really go from 100% to -100% unless you set the element to that from one letter to another (which isn't a good idea), and since you cannot set elemental weaknesses anywhere else, perhaps the Class tab can be used here. So Class #1 would be the exact same stats as without the class, except with Ice absorption and Fire weakness.

2) Hero A also equips a Water Ring, which increases Water resistance by one level. Easy to do in accessories, so no changes needed here.

3) Hero A instead decides to equip an Aqua Ring to absorb Water. Hero A would then change class to something that absorbs Water and Ice, while being weak to Fire.

4) Hero A unequips all but Aqua Ring. Change class to match the Water absorption.

5) Hero A unequips everything and has nothing to change elements. Remove class to None.


Basically, that's what I'm seeing this being able to be used for. Can even extend to statuses that make a character weak to elements and such. This of course is based on the character having no elemental affinities (which may or may not be the case depending on the game. Considering my game has everyone with an element sans a couple characters, this is not the case here). Hopefully that cuts it down more ^^; Of course, still don't know if it's doable with it, or again, if this would force players to restart their game (since you have to when a character's stats are messed with in the slightest bit...).
Good idea, I will add the possibility to control weaknesses/strengths for each actor to DynRPG.
That would be great. I know that it's not even possible to do on enemies either outside of abilities too (which sucks) so there's that. There's probably more that I'm missing, but hey, this is a nice start I suppose. I just find it odd that they allow resistances but not weaknesses (I think they do in VX/XP but I can't recall...).

EDIT for above - I know you CAN control the hero's weakness/strength in the Hero tab, but not in Equipment (or with statuses, like the aforementioned Oil status). I should clarify that I guess...

EDIT - Off topic, but do you have an official topic for DynRPG on here yet? If not, could make one and toss ideas into there if anything?
Ah, and to add to this, since I forgot to ask this too since it's important. Say I have a character who can switch skillsets. For her default skillset, her stats are "Normal". When she switches to the "Mage" skillset, her HP, ATK, and DEF would decrease, but her MP and Magic would increase. I would assume that the Class tab would be useful in this regards? And if the character levels up when in said class, would that affect her base stats in her "Default" class at all?
I think it wouldn't. The RPG Maker only stores the "difference to the default". If you switch the class, the default changes. See my explanation about the "difference" stuff some posts before.
Posts before...in the thread above or in this section of the forum? lol...


Hmm...I suppose that is true. So if the default changes, then that whole idea is tossed out of the window. Darn, and I thought that'd be a great way to implement a "Megaman" type character, so to speak, by balancing it >_<
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