RANK BASED ARMOR IN RM2K3
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I would like to create a system where instead of armor directly increasing the defense stat, armor is instead in ranks and enemies' attacks are also ranked. For example a common monster has a rank 1 attack which early armor covers but a later enemy would deal more damage without rank 2 armor equipped. Keep in mind that I am using the Helmet as another accessory and shields increase evasion. Think about it as the Weapon Ranks from Final Fantasy: Blackmoon Prophecy in defense instead.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
the only difference between "rank" and "defense" is the word you're using to refer to it
Well I'm trying to have damage reduced by armor with not the defense stat but through the attributes. Each armor rank has a separate attribute if that helps but for example I have a character take an average of 3 damage with or without the E-Rank armor which is set at 200%. All the attributes are the same number per rank as well and the monster's Attack stat is 10.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's not an interesting idea at all, all you did was change the name of defense to rank, and make it so the max amount of that stat you can get in the game is 5 points per equipment slot instead of the usual 50.
(Also since you're using RM2K3, I'm relatively sure that unless you only have two armor slots, this won't work. Because of how RM2K3 deals with elements. It can only handle a max of two elements per skill before the way it handles them starts to get weird..)
(Also since you're using RM2K3, I'm relatively sure that unless you only have two armor slots, this won't work. Because of how RM2K3 deals with elements. It can only handle a max of two elements per skill before the way it handles them starts to get weird..)
Well, with the exception of rare equipment, I would like for the characters' defense stat to remain static and armor only reduces damage of a certain ranked attack. For example, a bite is a low-ranked attack but a fireball would be of a higher rank. If there is an alternate way around having armor raise the defense stat, then I will welcome the idea. I would like for my end-game levels to be around 55-60 where I have my stats at 90 for those who excel in a stat. Ideally, I want my stats to be less than 100. My last resort will be to reduce the characters' final strength and defense stats by 75% and let their equipment satisfy the reduced stats.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I mean you can implement it however you want in vain attempts to get around RM2K3's complete incapability to create, but that doesn't make it any more interesting of an idea. You've just made defense work with a division formula instead of a subtraction formula, which is... fine on its own, and makes balance a little easier to manage usually, but not really interesting enough to make a forum topic about. And then your sort of stupid method is gonna limit your game to having only two armor slots, and also limit it to having no possible in-between values for equipment defense.
Okay, I guess that's out of the question then. It's just that through Crossover Games, RM2K3 is my only option as a Mac user so I'll settle for the default method then. :(
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I wasn't saying it was a bad idea. Just sort of a dumb thread? Maybe you have balance issues in your game that make the default RM2K3 defense formula totally unacceptable, which is an easy scenario to imagine. You just, um, didn't list any of them, or give any reason why you were doing this. So my analysis was: this is pointless. Which was intended to get you to try to explain why it wasn't, and maybe get some discussion going about what types of games it would and wouldn't be better for, so that this thread could actually go somewhere. Instead of just you posting a random idea for no reason and saying nothing about it except for irrelevant technical details.
Do RMXP and VX Ace not run in Wine? Mac afficionados are always trying to convince me that "programs not being made for OSX is irrelevant because you can just run everything in Wine."
Do RMXP and VX Ace not run in Wine? Mac afficionados are always trying to convince me that "programs not being made for OSX is irrelevant because you can just run everything in Wine."
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
That's what he's doing.
Oh, I thought he was asking how to do it. But now I realize with attributes he didn't mean stats but rather elements. And that doesn't work with RPG Maker 2k3? Hmm, well if you say it works up to 2 elements only you could probably think of something too. Like each armor only protects for the same rank and one rank below.
Unfortunately I have no idea how far advanced scripting is in RPG Maker. I'd probably just run a pre-battle script that checks the current armor equipped and the rank of the monster to-be-encountered and then secretly set the DEF stat accordingly.
Unfortunately I have no idea how far advanced scripting is in RPG Maker. I'd probably just run a pre-battle script that checks the current armor equipped and the rank of the monster to-be-encountered and then secretly set the DEF stat accordingly.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=RyaReisenderNo, this isn't the help forums, it's the design forums, so I was just interested in talking about the merits of the idea. It certainly sounds like he already knows what he's doing in a technical sense, anyway.
Oh, I thought he was asking how to do it.
Though if you're really interested in weird tricksy ways to do this in RM2K3 that let you have a more complex system, instead of using elements to control the damage, I'd just make your entire damage code for every enemy skill be contained in battle events. You can keep track of the player's armor rank in variables, and have enemies act by turning on switches that run battle events that deal damage to a player character and show an animation. Then you can calculate the damage however you want.
But having to do it that way is why I hate RM2K3. It'll add weeks to the time your project takes. In RMXP or VX Ace you just change the damage formula to divide by defense instead of subtracting it, one line of code changed and bam.
author=RyaReisender
Oh, I thought he was asking how to do it. But now I realize with attributes he didn't mean stats but rather elements. And that doesn't work with RPG Maker 2k3? Hmm, well if you say it works up to 2 elements only you could probably think of something too. Like each armor only protects for the same rank and one rank below.
Unfortunately I have no idea how far advanced scripting is in RPG Maker. I'd probably just run a pre-battle script that checks the current armor equipped and the rank of the monster to-be-encountered and then secretly set the DEF stat accordingly.
Exactly as I did. Ideally only rarer equipment is supposed to directly add strength or defense. That way my strongest character will still do minimal damage without a weapon.
Edit: I think I finally got it to work with my weapons. Now that I have all "rank" resistances at C, I am doing about 7 damage per attack bare-handed but with a weapon at E-Rank, I have 12 damage as an average. Without armor, I am taking 3-4 damage from a 10 Attack dummy but with armor I can take 2-3 damage. Since I have my characters' HP in three digits where the main character starts with about 65 HP, I suppose I've got it to work though a real enemy will have higher strength.
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