ELEMENTAL UPS AND DOWNS
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I'm fiddling with the DBS and decided I wanted to implement an MP cost modifier, dependant apon what terrain you are currently on.
For example: Say I'm roaming around in an Ice Cavern, my water spells will cost less MP to use (and be a bit stronger), but fire spells will take more MP to use - and be a bit weaker.
Now, I'm using 2K3, have four elements that will be altered by this, with four tiers of strength.
I was thinking about tracking the current tile via X/Y co-ords, then making every spell a switch and having IF cases in battle events (luckily only one character uses magic ^.^) but is there an easier way to do this?
Any ideas?
For example: Say I'm roaming around in an Ice Cavern, my water spells will cost less MP to use (and be a bit stronger), but fire spells will take more MP to use - and be a bit weaker.
Now, I'm using 2K3, have four elements that will be altered by this, with four tiers of strength.
I was thinking about tracking the current tile via X/Y co-ords, then making every spell a switch and having IF cases in battle events (luckily only one character uses magic ^.^) but is there an easier way to do this?
Any ideas?
Have a variable set itself to the terrain number, then set terrain numbers in the Tileset tab of the database.
Reprogram the engine instead of using a bunch of switches and fork conditions. Or ask some German guy to do it.
But
But
author=ChaosProductions link=topic=2460.msg44321#msg44321 date=1226811093would be alot better than manually changing it based on X/Y.
Have a variable set itself to the terrain number, then set terrain numbers in the Tileset tab of the database.
That's a really cool idea, Liberty. Especially if you've got some sort of "geomancer" class/skillset.
Just thought I'd throw out some propers.
Just thought I'd throw out some propers.
Thanks CP, that works pretty well. ^.^
Hm. So that's the tracking of the character down pat. Now to get to the spells themselves. I don't fancy making 4 different spells for each spell that I have.
Any ideas that may help with that part? Or am I stuck having to have a ton of spells, each a small alter from the rest?
Harmonic: Thanks. Actually, only one character has elemental magic, though there are scrolls (lots >.<) that anyone can use which will also alter.
Hm. So that's the tracking of the character down pat. Now to get to the spells themselves. I don't fancy making 4 different spells for each spell that I have.
Any ideas that may help with that part? Or am I stuck having to have a ton of spells, each a small alter from the rest?
Harmonic: Thanks. Actually, only one character has elemental magic, though there are scrolls (lots >.<) that anyone can use which will also alter.
What maker are you using?
If it's XP or VX, you can set conditions - with affinity modifiers - to attach themselves on characters in certain terrian. For example, if lava was terrian 1, then you could set the monster on terrian 1 to have a condition the lowers fire resistance.
If it's XP or VX, you can set conditions - with affinity modifiers - to attach themselves on characters in certain terrian. For example, if lava was terrian 1, then you could set the monster on terrian 1 to have a condition the lowers fire resistance.
Then, yeah, you'll need to go and have a conditional branch for every terrian, and damage modifiers for each condition, for each spell. Sorry. :P
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