NEED HELP WITH PREVENTING ABUSAL OF MULTIPLE WEAPONSETS IN MY SYSTEM.
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Dat topic title.
So here's the deal. I'm making a system where equipped weapons have influence on your level up stat gaining.
For example, equipping the "awesome supah dupah longsword" gives you extra damage on level up, but decreases amount of defense gained. Or the "MegaLAZ0R of D00m and D3sp41r" gives you extra health on lvlup, but decreases the damage gained on lvlup.
Of course, every weapon also has their own stats. So the longsword has maybe 15 att, while the laz0r has 12 att, but a small defence boost.
Now here's the problem: You can "abuse" this system by just wearing one weapon you like during most of the battles, but switching it, just before you level up to gain that other weapons bonus.
So to take the previous example.. I like the longsword, but don't like it's bonus. So I just grind until I'm 99%, switch over to the laz0r, to get it's bonus on level up, just level up and then continue using my longsword once more.
This is not what I intend on my game. I want players to stuck with certain types of weapon when they want to get stronger, not to switch in the last second to get another bonus.
I've been thinking about locking weapons and stuff, but that would make obtaining new weapons quite a pain: you have to wait until your weapon unlocks, before you can equip your new weapon.
Also been thinking about making weapons class specific, but that would completely cancel out switching to another weapon, because you want to level up another bonus halfway the game or something.
So... I'm completely stuck here!
Does any of you have any idea's how I can prevent this abusal?
Edit: I'm using the RPGmaker VX Ace, currently using the RPGmakers options only, but I'm willing to look into scripting of course :3
So here's the deal. I'm making a system where equipped weapons have influence on your level up stat gaining.
For example, equipping the "awesome supah dupah longsword" gives you extra damage on level up, but decreases amount of defense gained. Or the "MegaLAZ0R of D00m and D3sp41r" gives you extra health on lvlup, but decreases the damage gained on lvlup.
Of course, every weapon also has their own stats. So the longsword has maybe 15 att, while the laz0r has 12 att, but a small defence boost.
Now here's the problem: You can "abuse" this system by just wearing one weapon you like during most of the battles, but switching it, just before you level up to gain that other weapons bonus.
So to take the previous example.. I like the longsword, but don't like it's bonus. So I just grind until I'm 99%, switch over to the laz0r, to get it's bonus on level up, just level up and then continue using my longsword once more.
This is not what I intend on my game. I want players to stuck with certain types of weapon when they want to get stronger, not to switch in the last second to get another bonus.
I've been thinking about locking weapons and stuff, but that would make obtaining new weapons quite a pain: you have to wait until your weapon unlocks, before you can equip your new weapon.
Also been thinking about making weapons class specific, but that would completely cancel out switching to another weapon, because you want to level up another bonus halfway the game or something.
So... I'm completely stuck here!
Does any of you have any idea's how I can prevent this abusal?
Edit: I'm using the RPGmaker VX Ace, currently using the RPGmakers options only, but I'm willing to look into scripting of course :3
I'm not familiar with VX, so I'm not sure how easily my advice will translate, but here goes:
Separate weapon gains from character leveling.
Make variables for each character & weapon combination. In any battle that a character is wearing a given weapon, add a number to that variable. When any character's weapon variable crosses whatever threshold you set for leveling up, increase their associated stat.
Separate weapon gains from character leveling.
Make variables for each character & weapon combination. In any battle that a character is wearing a given weapon, add a number to that variable. When any character's weapon variable crosses whatever threshold you set for leveling up, increase their associated stat.
mm... Worth a try!
I guess adding a variable for every weapon would be an overkill(already got over 150 items, and counting), but I could do it for every levelup combo/character combination.
That probably requires me to create an extra menu to let people see what level up stats they currently have "equipped".
Hmm... Or I could add a few equipment slots where you automatically equip a level up item, so you can see what the influence is of the weapon setups you've been fighting with.
Think this might work, thanks a bunch!
I guess adding a variable for every weapon would be an overkill(already got over 150 items, and counting), but I could do it for every levelup combo/character combination.
That probably requires me to create an extra menu to let people see what level up stats they currently have "equipped".
Hmm... Or I could add a few equipment slots where you automatically equip a level up item, so you can see what the influence is of the weapon setups you've been fighting with.
Think this might work, thanks a bunch!
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