STEPPING IT UP: STATUS EFFECTS V2
Posts
author=demondestiny link=topic=2491.msg46029#msg46029 date=1227180839
Barack ObamaStealsReceives health donations from all the other players.
author=ChaosProductions link=topic=2491.msg46034#msg46034 date=1227186434author=demondestiny link=topic=2491.msg46029#msg46029 date=1227180839
Barack ObamaSteals Receives health donations from all the other players.
Should not be a status effect
author=Craze link=topic=2491.msg46082#msg46082 date=1227202637
Hi.
This topic is meant to be somewhat serious.
Please refrain from being a moron.
Go to Hell,
Craze
I didn't think it was a serious topic ... darn, i guess I'll stop posting here then
lol Yeah, that's what gave me teh idea aprilschild XD
I think it'd be a pretty interesting RPG status effect too tho, don't you?
On another M:tG Note...
Wither: Character loses Str/Def/Agi/MDef/ect. a little every turn.
I think it'd be a pretty interesting RPG status effect too tho, don't you?
On another M:tG Note...
Wither: Character loses Str/Def/Agi/MDef/ect. a little every turn.
author=SuicideAngel link=topic=2491.msg46093#msg46093 date=1227207782
lol Yeah, that's what gave me teh idea aprilschild XD
I think it'd be a pretty interesting RPG status effect too tho, don't you?
On another M:tG Note...
Wither: Character loses Str/Def/Agi/MDef/ect. a little every turn.
Is that like the aging in FFV?
Please see Eldritch, every original idea I had went into it (well they were all ported from d20 Call of Cthulhu, technically, but implementing them required me to be original) and it has the most unique status effects ever.
Also in Mage Duel one enemy hits with the status effect MIND MAZE that forces you to COMPLETE A DUNGEON before finishing the fight.
Also in Mage Duel one enemy hits with the status effect MIND MAZE that forces you to COMPLETE A DUNGEON before finishing the fight.
Influenza/Disease
Random chance of losing 3%-5% HP during turn start and when performing an action. Physical attacks may inflict "Influenza" status on target. Status evolves into "Fever" after 3-5 turns if not treated.
Fever
Accuracy decreased by 3% each turn. Random chance of losing 7%-15% HP during turn start and when performing an action. Physical attacks may inflict "Influenza" status on target. Status evolves into "Unconsious" (same as "Stop") after 3-5 turns if not treated. Immunity to "Influenza/Disease" increases temporarily after this status has been cured.
Meltdown
Combines "Berserk" and "Confuse". Player control is removed until cured. All stats increased by 30%. Attacks friend and foe. Inflicted with "Stun" at random.
Premonition
Improvement of "Death Sentence". Increases accuracy and evasiveness by 100%. Random chance of being inflicted with "death" after 3 turns or automatic cure. Cannot be cured otherwise.
Deep Wound
Random chance of being inflicted with "Stun" upon taking an action. Victim's Max HP is reduced by 25%. Can only be cured by magic. (Not even inns)
Combustion (Basically "on fire")
Victim cannot act. Random chance of being inflicted with "death" each turn; chance increases the lower the victim's HP is. Enemy units that physically attack this victim are also inflicted with "Combustion".
That's it for now.
Random chance of losing 3%-5% HP during turn start and when performing an action. Physical attacks may inflict "Influenza" status on target. Status evolves into "Fever" after 3-5 turns if not treated.
Fever
Accuracy decreased by 3% each turn. Random chance of losing 7%-15% HP during turn start and when performing an action. Physical attacks may inflict "Influenza" status on target. Status evolves into "Unconsious" (same as "Stop") after 3-5 turns if not treated. Immunity to "Influenza/Disease" increases temporarily after this status has been cured.
Meltdown
Combines "Berserk" and "Confuse". Player control is removed until cured. All stats increased by 30%. Attacks friend and foe. Inflicted with "Stun" at random.
Premonition
Improvement of "Death Sentence". Increases accuracy and evasiveness by 100%. Random chance of being inflicted with "death" after 3 turns or automatic cure. Cannot be cured otherwise.
Deep Wound
Random chance of being inflicted with "Stun" upon taking an action. Victim's Max HP is reduced by 25%. Can only be cured by magic. (Not even inns)
Combustion (Basically "on fire")
Victim cannot act. Random chance of being inflicted with "death" each turn; chance increases the lower the victim's HP is. Enemy units that physically attack this victim are also inflicted with "Combustion".
That's it for now.
Okay, good job (most of you). Now let's step it up.
I hate in-game textbooks about status effects, but I want to play games with these statii in them well (meaning that I have to understand each status effect clearly). How do you attract me to your game based on that aspect alone?
I hate in-game textbooks about status effects, but I want to play games with these statii in them well (meaning that I have to understand each status effect clearly). How do you attract me to your game based on that aspect alone?
I think a good thing is to introduce status gradually in game and give a short optional description of then when they appear for the first time.
I put descriptions of my status problems in the instructions I include with the game's download (which I'm fairly sure no-one reads). I also have them described in detail on my crappy official site (which I'm absolutely sure no-one reads). I use this as a defense for anyone who complains that the info's not in the game. Although most of my status problems are easy enough to understand without a detailed explanation.
author=suzuricho link=topic=2491.msg46228#msg46228 date=1227278035Not sure - never played FFV =/author=SuicideAngel link=topic=2491.msg46093#msg46093 date=1227207782
lol Yeah, that's what gave me teh idea aprilschild XD
I think it'd be a pretty interesting RPG status effect too tho, don't you?
On another M:tG Note...
Wither: Character loses Str/Def/Agi/MDef/ect. a little every turn.
Is that like the aging in FFV?
Moronic: Your post count doubles every 45 minutes.
....anyway, uh... let's see...
Golem-fied STR and DEF double, but AGI does to 1.
Ultra Blind Your accuracy is SO bad, you hit yourself, and crit.
Blood Fountain Your HP ticks away slowly while everything around you gains it.
Edit: Oops, you changed the subject. Basically it's easy to pick up on my status effects because every skill you have is gained via the skill tree, which tells you what's up.
....anyway, uh... let's see...
Golem-fied STR and DEF double, but AGI does to 1.
Ultra Blind Your accuracy is SO bad, you hit yourself, and crit.
Blood Fountain Your HP ticks away slowly while everything around you gains it.
Edit: Oops, you changed the subject. Basically it's easy to pick up on my status effects because every skill you have is gained via the skill tree, which tells you what's up.
Golem-fied STR and DEF double, but AGI does to 1.
This status effect is WORSE THAN DEATH in rpg maker 2003 dbs.
I hate in-game textbooks about status effects, but I want to play games with these statii in them well (meaning that I have to understand each status effect clearly). How do you attract me to your game based on that aspect alone?
lol, I don't. There is generally a status effect glossary in the instruction booklet/readme for most of my games.
more from the color status effect series
Monochromatic-MonoChroma: Your element is changed to the enemy who placed you under
this status affect.
ComplementaryChroma: Your element is switched to the weakness of the enemy who placed
you under this skill.
Detonate: In five turns your hp drops to 1. unless you die or recover from it.
Bleeding: Lose life every turn or move. the more you get attacked by physical attacks
,until this status effect heals, the more life you lose.
Severe Bleeding: Same as bleeding only you start out losing double the amount of life.
Dehydration: Your stats are cut in half. you lose life every turn. All water attacks are absorbed.
Hunger: Strength and Agility are decreased. All healing and food items recover double hp only.
Gloom: You lose sp every turn. All non-holy element attacks have no affect on dark element monsters.
Monochromatic-MonoChroma: Your element is changed to the enemy who placed you under
this status affect.
ComplementaryChroma: Your element is switched to the weakness of the enemy who placed
you under this skill.
Detonate: In five turns your hp drops to 1. unless you die or recover from it.
Bleeding: Lose life every turn or move. the more you get attacked by physical attacks
,until this status effect heals, the more life you lose.
Severe Bleeding: Same as bleeding only you start out losing double the amount of life.
Dehydration: Your stats are cut in half. you lose life every turn. All water attacks are absorbed.
Hunger: Strength and Agility are decreased. All healing and food items recover double hp only.
Gloom: You lose sp every turn. All non-holy element attacks have no affect on dark element monsters.
I'd always been partial to Earthbound's 'homesick' status effect, really...I mean, while I think it's a little extreme that you'd be jonesin' for momma's cooking so badly that you ignore the rabid wolf chewing on your arm like a squeaky toy, it introduces a facet of reality into the game-you miss your family even though you're saving the world. How about a call home?
But enough of that. How to explain Status effects without going through text books? Hm...
1)Talk to NPCs that got afflicted with it in real life. "Man, that FLU makes it tough to get around the house...you can't move three feet without feeling like someone's stabbing a knife through your chest." = Damage every round.
2)Have it explained by your friendly neighborhood doctor. Goes quite well if you're using the 'disease instead of status effect' method.
3)Simply introduce the status effects as minor plot points. "Oh snap, someone poisoned that Mimic's teeth! The rogue's already Golemized-he's gonna take -forever- to hand us that cursed artrifact of the Nile now! Everyone get ready for a long fight..."
4)Don't. Just make the status effects obvious enough that no one can really mistake them for something else. Armor Break cuts defense, Blind reduces accuracy, Haste increases character speed...while the Final Fantasy naming theorem isn't the most impressive, it -is- simple.
But enough of that. How to explain Status effects without going through text books? Hm...
1)Talk to NPCs that got afflicted with it in real life. "Man, that FLU makes it tough to get around the house...you can't move three feet without feeling like someone's stabbing a knife through your chest." = Damage every round.
2)Have it explained by your friendly neighborhood doctor. Goes quite well if you're using the 'disease instead of status effect' method.
3)Simply introduce the status effects as minor plot points. "Oh snap, someone poisoned that Mimic's teeth! The rogue's already Golemized-he's gonna take -forever- to hand us that cursed artrifact of the Nile now! Everyone get ready for a long fight..."
4)Don't. Just make the status effects obvious enough that no one can really mistake them for something else. Armor Break cuts defense, Blind reduces accuracy, Haste increases character speed...while the Final Fantasy naming theorem isn't the most impressive, it -is- simple.





















