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[COMMUNITY PROJECT] MISSIONGARDE -- CLASS REFINING IN PROGRESS

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A simple recolour should work well.

I like the battle style there, but if we do change to MQ monsters and lower coloured battle sprites we'd have to use different backdrops. Maybe I'll find the DQ backdrop rips I made a while ago.
LouisCyphre
can't make a bad game if you don't finish any games
4523
MQ monsters? What? I just suggested having the heroes facing upward. Sort of like how MQ arranges its combatants.
I tried the whole facing upwards thing and it doesn't work quite. Stupid ROW command...
Heh. ^.^;
Misunderstood, what with the lamia makin' me think... and well, mentioning MQ and all. Sorry.

As for that row command, isn't there some way to code it out? Or at least leave enough room between sprites for it to not matter?
LouisCyphre
can't make a bad game if you don't finish any games
4523
Kentona, you can manually set up the row placements in the Battle Layout Tab.
I hate resource hunting...anyone want to track down some suitable battle backgrounds and mosnter sprites? I was thinking FFIV/FFV-ish.
LouisCyphre
can't make a bad game if you don't finish any games
4523
Hold up, this is Heroes' Realm: The Chaingame.

Why can't we use the monsters from there?
Here's a couple of hundred thousand monsters and some panoramas/backdrops that I was able to find. The monsters with 'fv' at the start of their names are front view and those with 'sv' are side view. Have fun - there's a lot of them (all rips from different games).

I'm not sure where the panos and backdrops came from, though. ^.^

Link = HERE!
Max McGee
with sorrow down past the fence
9159
Yeah I was just about to say if phylomortis was still around we could just download everything from there and have all our resources.
Tangibly related! Phylo resource mirror: http://necro.shardweb.net/


Voila. I didn't modify the grass color or anything.

Also, Liberty, you sent me like EVERY MONSTER GRAPHIC FROM EVERY RPG EVER. Dear lord.
Sowwy! I probably should have only sent the side view ones now that I think of it.

At least you're well prepared for all your monster needs. XP

That screen looks pretty good. (I like the grasses. )
BASIC: (3 physical, 3 magic, 3 rogue)
Soldier (Physical/IMPACT)
Knight (Physical/RALLY)
Raider (Physical/RUSH)
Cleric (Magic/DIVINE)
Mage (Magic/ARCANA)
Druid (Magic/NATURAL)
Freelancer (Rogue/ESSENTIAL)
Infiltrator (Rogue/HIDE/STEAL)
Artificier (Rogue/MUSKET/ARTIFICE)

ADVANCED: (4 physical, 7 magic, 3 rogue)
Garou (Physical/TRANSFORM)
Carnitank (Physical/RAISE/SHIELD)
Monk (Physical/MEDITATE/AURA)
Evoker (Physical/ENCHANT) (Enchanter)
Cyromancer (Magic/VANISH/TIME)
Summoner (Magic/COMMUNE/SUMMON)
Scholar (Magic/STUDY/LEARNED)
Ritualist (Magic/DARKNESS) (Cultist)
Harlequin (Magic/ROULETTE) (Randomizer)
Psychic (Magic/MENTAL) (Mentalist) (pending)
Magitank (Magic/BARRIER) (pending)
Bard (Rogue/DUALITY/SING)
Poacher (Rogue/CALL/HUNTING) (Tamer was merged)
Slayer (Rogue/ANTI) (Magic Hunter)

ELITE: (2 physical, 2 magic, 0 rogue)
God Hand (Physical/TECHNIQUE/GOD HAND)
Gladiator (Physical/IMPACT/RUSH/WARCRY) (Barbarian)
Wizard (Magic/ABSOLUTE)
Archmage (Magic/DOUBLCAST/ARCANA)
Daredevil (Rogue/STRIKE/RISK)
Agent (Rogue/etc...)


...so I'll start refining the classes and whatnot, and taking a harder look at the designs and balance this upcoming week.

I think this is the class list we agreed upon. I might weed out and/or combine some of the Advanced classes, though.
I guess at this point I should give out a hacked RM2k3 to allow negative MP cost for skills. That's what I used to make the Technique moves for the God Hand work (although it looks a bit funny when playing the game, the cost is '--X' instead of '- X')

I'll try and dig it out (or rehack it) this week
So, after a bit of rejiggering...

STATS

Soldier (IMPACT/x2 attacks per round)
Knight (RALLY/defensive battle cries)
Raider (RUSH/haste self LOOT/loot after battle DUAL WIELD)
Cleric (DIVINE/healing, revive, remedy, Holy (anti-undead) + buffs)
Mage (ARCANA/attack magic + debuffs)
Druid (NATURAL/healing, remedy, earth, poison)
Freelancer (ESSENTIAL/basic healing, black, debuffs)
Infiltrator (STEAL/steal items HIDE/Self-invisible)
Artificier (MUSKET/random damage ARTIFICE/tools)

Garou (TRANSFORM/change to werewolf)
Werewolf
Carnitank (SHIELD/self-healing, self-defending, defend all, remedy, healing, fire ? RAISE/chance to revive dead allies)
Monk (MEDITATE/recover MP AURA/healing, steal HP/MP)
Evoker (EVOKE/calls up elemental weapons)
Cryomancer (VANISH/escape battles ICETIME/Ice + time magic)
Mentalist (PSYCH/effect + teleport)
Scholar (STUDY/study a monster LEARNED/cast learned skills (blue magic))
Ritualist (DARK/dark, debuff, fear)
Harlequin (ROULETTE/random effects)
Bard (DUALITY/x2 attack with Mandolins SING/effect magic)
Poacher (CALL/animal comes to do damage HUNT/monster type attacks/SCAN)
Mageslayer (ANTI/MP damaging/draining, reflect)

God Hand (GOD HAND/face punching TECHNIQUE/face punching)
Gladiator (IMPACT/x2 per round/BATTLECRY/rallying + boosting)
Wizard (ALLSPELL/all magic)
Archmage (ARCANA/attack + debuffs DOUBLECAST/arcana x2)
Daredevil (STRIKE/random attack boosts RISK/randomizer like payout ? DUAL WIELD)
Agent (EXECUTE/death + demi spells HIDE/self-invisible ARTIFICE/ANTI/HUNT...)


I toasted the Summoner class (since it overlapped heavily with the Mage, Poacher and Scholar classes) and brought back the Mentalist/Psychic. I also killed off the Magitank, because the Mageslayer (aka Slayer aka Magic Hunter) is better.



So, here are the skills, and the type of work that would be involved.

ALLSPELL Magic
ANTI Magic
ARCANA Magic
ARTIFICE spells based on tools in Inventory?
AURA Magic
BATTLECRY Magic
CALL Magic
DARK Magic
DIVINE Magic
DOUBLECAST Magic with a Combo x2
DUAL WIELD checkbox
DUALITY Attack x3+ if mandolin equipped
ESSENTIAL Magic
EVOKE special event that equips a particular weapon based on SWITCH
EXECUTE Magic ? Maybe event scripting for death and demi type skills
GOD HAND dear lord…
HIDE Script that invisibles self
HUNT Magic
ICETIME Magic
IMPACT Attack combo x2/3/4/5
LEARNED Magic
LOOT Afterbattle check
MEDITATE script that increases MP
MUSKET Attack with a Wait that does damage based on musket equipped
NATURAL Magic
PSYCH Magic
RAISE script that can raise allies
RALLY Magic
RISK chance script ?
ROULETTE harlequin script
RUSH script that hastes self
SCAN Attack with a wait that inspects an enemy, based on INT stat passed to a common event
SHIELD Magic
SING Magic
STEAL Magic with a steal script and animation
STRIKE Attack with random chance to improve it
STUDY Magic with a study script, that inspects an enemy, based on INT stat passed to a common event
TECHNIQUE Magic
TRANSFORM Script that swaps in a werewolf -- worry about death ?
VANISH Escape from battle


Points to ponder:
1) ARTIFICE - how do we want to deal with tools? Do must they exist in the inventory and are consumed? Or are they "spellbook" type items that need to be applied to an Artifier so that he "learns" a toolspell?
2) DUALITY/2MANDOLINS - why is this a battle command? Seems redundant. We can just set mandolins to Attack x2 in the database.
3) If a Garou TRANSFORMS into an AI-controlled Werewolf, when/how does he change back? What if we had a DAY/NIGHT system that determined which character is there?
4) For SCAN, STEAL, STUDY commands, we need a way to uniquely identify the enemy. I propose that every enemy has a unique INT stat in the database, and then store that in a variable in a battle event for when we need it to determine the enemy. ie-
<> Set : Bugbear INT
<> Call Common Event: Study
...
<> If == 17
<> Comment: This is the Bugbear
<> Add Skill to
<> End If
etc...
5) Fuck you God Hand*




*This will be a bitch to code
I'll check it out when I'm home (stupid imageshackbuckets blocked at work).

And, yeah, I'm hoping to generalize the battle events as much as possible, considering how many hands the game may pass through.
Craze
why would i heal when i could equip a morningstar
15170
INT idea is good, but spells will need Ignore Defense checked because INT lowers incoming magic damage! That or INT scores don't need to be by ID, but that would be confusing and messy.
Well, I was thinking that I would opt for Ignore Defense for skills, since it would be easier to balance. As for skill damage, I figured that we could still set INT to reasonable numbers for monsters, but still have unique values for INT. There isn't that much difference between 58 and 59 INT.