DEEPER - A COMMUNITY ROGUELIKE FOR RPG MAKER VX - YOUR HELP WANTED!
Posts
@Craze:
What, no steal skill? : ) Looks pretty good, though.
Got a script for how to make a skill require a certain status effect to be inflicted? I could never figure that one out.
@Nemo:
You can prioirtize however you like but I think (like 90%) that there is no vertical limit for an icon sheet in VX; you can keep expanding it endlessly and it will allow as many icons as you like. So you shouldn't have to prioritize at all. Also, fast work, gotta love it. : )
What, no steal skill? : ) Looks pretty good, though.
Got a script for how to make a skill require a certain status effect to be inflicted? I could never figure that one out.
@Nemo:
You can prioirtize however you like but I think (like 90%) that there is no vertical limit for an icon sheet in VX; you can keep expanding it endlessly and it will allow as many icons as you like. So you shouldn't have to prioritize at all. Also, fast work, gotta love it. : )
author=Max McGee link=topic=3845.msg77430#msg77430 date=1243563744
@Craze:
What, no steal skill? : ) Looks pretty good, though.
Got a script for how to make a skill require a certain status effect to be inflicted? I could never figure that one out.
@Nemo:
You can prioirtize however you like but I think (like 90%) that there is no vertical limit for an icon sheet in VX; you can keep expanding it endlessly and it will allow as many icons as you like. So you shouldn't have to prioritize at all. Also, fast work, gotta love it. : )
Okeydokey, that makes it all alot of easier.
Still, in the iconsets there are some that are suitable for animating-tiles (water, lava), doors and other objects. I will try to put the water and lava on the tile1 and align it with VX's limiting "3-tile" animation (as they all have four) and get some objects on character-sets.
Also, some of the tiles seems like they could animate pretty well but in VX it requires them to be charactersets (well, I didn't find a way to change tiles in the chipset to other tiles on the map, like in the older makers). Should I put some of them in character-sets for this?
Yes, I meant to ask you to put some of them in charactersets, whichever ones you feel would be appropriate as charactersets. We could use some of them for things like class selection or item pickups. (I have another file with "matching" and very varied character graphics, but they are not animated at all.)
There is a lot of variety though. We can all discuss this more when we actually get to the "Decide what the hell we're doing with graphics" phase. (Worse comes to worse, I think even if we don't use them for actual mapping the 2D tiles would make great "planning" or "blueprint" tiles for preliminary mapping.)
There is a lot of variety though. We can all discuss this more when we actually get to the "Decide what the hell we're doing with graphics" phase. (Worse comes to worse, I think even if we don't use them for actual mapping the 2D tiles would make great "planning" or "blueprint" tiles for preliminary mapping.)
author=Max McGee link=topic=3845.msg77393#msg77393 date=1243552409
BTW, here is a list of people I am specifically, actively inviting to participate in this if they aren't already:
*AeroGP
I feel wanted!
EDIT: Shoot, Halibabica already did Hermetic. Umm... let's just make this a paladin, then.
Name: Stalwart
Description: A knightly order that specializes in self-sacrificial healing arts. They have familiarized themselves with heavy armor and mid-range weaponry in order to maintain sovereignty throughout the ages.
Attributes:
A: CON
B: HP
C: STR
D: INT
E: MP
F: DEX
Skills:
Level 1
"Ambrosia" - (Divinity). The user sacrifices 10% HP to restore 25% HP and removes statuses that affect HP and defense.
Level 2
"Shining Wave" - (Enchantment). Enchants the the party's weapons with Holy-elemental, which does more damage to necromantic and nocturnal apparitions such as Vampires.
Level 3
"Harbinger" - (Evocation; Holy). A basic, Holy-elemental attack. It is launched right before the user takes his/her next turn; if the user is attacked before then and damaged, the attacker will be hit by the attack for x2 damage, regardless of who the original target was.
Level 4
"Panacea" - (Divinity). The user sacrifices 25% HP to remove all non-mental status ailments except "death" (so, for example, "fear" would not be removed).
Level 5
"Awakening" - (Divinity). The user transfers half of their max HP to another party member. Removes "death" if the party member is inflicted.
Level 6
"Harmonize" - (Divinity). The target gains a "Regen" effect of 5% HP over the course of 10 turns. Does not work on the user.
Level 7
"Celestial Bolt" - (Evocation; Holy). A mid-level Holy-elemental attack. Has a 22% chance of dealing half of the damage to the user.
Level 8
"Martyrdom" - (Divinity). The user kills himself and distributes his max HP evenly amongst all party members. Like "Awakening", all "dead" party members are revived.
Level 9
"Ruination" - (Evocation; Holy) A more powerful form of "Harbinger" that hits all enemies. Aside from the increased damage, it works the same way.
Equipment: Stalwarts can only use Heavy Armor, including a personal sets that increases their INT but lowers their DEX. They wield Polearms, Maces, and Flails as weapons.
Resistances: They are slightly vulnerable (B) to all kinds of mental ailments, as they are not so easy to mend. The only status for which they boast an incredible resistance (F) is instant-death.
Wow, adding these to the database is much harder work than I thought.
It took me about 90 minutes for Pankriatist, and that is one of the simpler ones! I might start asking you guys to do this if work keeps riding my ass like it has been. This post updated as I add more to the DB (probably only one more tonight). So far I changed some names to make them more atmospheric, fine tuned some skills, clarified some vagaries...blah blah blah, too exhausted to detail it, you'll see when you get the DB, but it is looking good. Now to test...
Edit: Post-Test.
Actually managed to get all of Pankratiast's skills working very well. It is a really delightful class and very well balanced. Good job, Nemo. Now to see what else I can accomplish before I pass out.
Okay, final edit:
Added the Zelzi race (still suffering from the fact that PLUS_STATE doesn't work but we could of course just manually add the state in question).
Got another problem as well...apparently, hpi_f (Mithan's Skill Functions 2.0) doesn't work, making "wound reflection" type skills difficult. Found a workaround for Bloody Retribution (Level 9 Pankratiast skill).
Anyway, I added Geometer, got four spells into Geometer and realized it was FIVE THIRTY IN THE FUCKING MORNING AGAIN. I'll pick this up some other Thursday...but I will probably wind up working on it tomorrow, because I am in the "addicted" phase of project development.
It took me about 90 minutes for Pankriatist, and that is one of the simpler ones! I might start asking you guys to do this if work keeps riding my ass like it has been. This post updated as I add more to the DB (probably only one more tonight). So far I changed some names to make them more atmospheric, fine tuned some skills, clarified some vagaries...blah blah blah, too exhausted to detail it, you'll see when you get the DB, but it is looking good. Now to test...
Edit: Post-Test.
Actually managed to get all of Pankratiast's skills working very well. It is a really delightful class and very well balanced. Good job, Nemo. Now to see what else I can accomplish before I pass out.
Okay, final edit:
Added the Zelzi race (still suffering from the fact that PLUS_STATE doesn't work but we could of course just manually add the state in question).
Got another problem as well...apparently, hpi_f (Mithan's Skill Functions 2.0) doesn't work, making "wound reflection" type skills difficult. Found a workaround for Bloody Retribution (Level 9 Pankratiast skill).
Anyway, I added Geometer, got four spells into Geometer and realized it was FIVE THIRTY IN THE FUCKING MORNING AGAIN. I'll pick this up some other Thursday...but I will probably wind up working on it tomorrow, because I am in the "addicted" phase of project development.
What exactly isn't working with hp_i? Are you using it on a weapon? I'm pretty sure Geondun used hp_i.
@Craze:
No, it didn't, I checked. (It was a quick check, it's possible I just missed something/am missing something).
The thing with hp_i is it isn't working at all. The skill I set to hp_i always does one damage. No matter what it's set to (hp_i 35, hp_i 350, whatever). I'm not using it on a weapon. Is it for weapons? I thought it worked for skills, too.
Oh, btw, know a script for a regen status? Because like everyone is planning to have one. Also, Thief is basically in like Flynt but I hope you don't mind if I change it a little.
@AeroGP:
I'm glad you're participating, but here's the thing...we already have a Paladin (Judge) and a Knight (Cavalier) and I already said that there's no room for any more combat-magic hybrids. Do you think you and Mr. Nemo could work some of your excellent ideas into the cleric/hierophant class he's planning?
---GENERAL COMMENTS---
1. Note: We still need to decide on Yeti.
2. I feel like I have BADLY FAILED to articulate that I wanted several classes (most if not all spellcasting classes and at least half the hybrids) to draw from the same general pool of spells. But since it is not happening this way, this idea is half nixed.
3. I do feel I should talk now about the classes I am planning.
My Planned Classes
I am not saying I am going to create these all, but I want them all in the game.
Monastic - Stealth/Agent/Monk*
Trickster - Stealth/Arcane Illusionist*
Assassin - Stealth/Poison/Killing Death Death*
Necromancer/Death Priest - Magic: Arcane/Death or Divine/Death. w/e.
Druid/Elementalist: - Magic/Nature: Fire and/or Earth and/or Air and/or Water
*=I do actually plan on statting these myself. And the necromancer, trickster, and elementalist should all draw MORE DEEPLY but MORE NARROWLY from the same spell pool the Wizard has, if that makes sense.
Classes Nemo is Known to be Planning
Hierophant - Magic/Divine
4. One problem I see immediately is that we have exceeded our cap on magic users, but whatever, magic users are the best anyway. I know I should have mentioned this earlier, I just had no idea you guys would have so many diverse and outside-the-box class ideas.
No, it didn't, I checked. (It was a quick check, it's possible I just missed something/am missing something).
The thing with hp_i is it isn't working at all. The skill I set to hp_i always does one damage. No matter what it's set to (hp_i 35, hp_i 350, whatever). I'm not using it on a weapon. Is it for weapons? I thought it worked for skills, too.
Oh, btw, know a script for a regen status? Because like everyone is planning to have one. Also, Thief is basically in like Flynt but I hope you don't mind if I change it a little.
@AeroGP:
I'm glad you're participating, but here's the thing...we already have a Paladin (Judge) and a Knight (Cavalier) and I already said that there's no room for any more combat-magic hybrids. Do you think you and Mr. Nemo could work some of your excellent ideas into the cleric/hierophant class he's planning?
---GENERAL COMMENTS---
1. Note: We still need to decide on Yeti.
2. I feel like I have BADLY FAILED to articulate that I wanted several classes (most if not all spellcasting classes and at least half the hybrids) to draw from the same general pool of spells. But since it is not happening this way, this idea is half nixed.
3. I do feel I should talk now about the classes I am planning.
My Planned Classes
I am not saying I am going to create these all, but I want them all in the game.
Monastic - Stealth/Agent/Monk*
Trickster - Stealth/Arcane Illusionist*
Assassin - Stealth/Poison/Killing Death Death*
Necromancer/Death Priest - Magic: Arcane/Death or Divine/Death. w/e.
Druid/Elementalist: - Magic/Nature: Fire and/or Earth and/or Air and/or Water
*=I do actually plan on statting these myself. And the necromancer, trickster, and elementalist should all draw MORE DEEPLY but MORE NARROWLY from the same spell pool the Wizard has, if that makes sense.
Classes Nemo is Known to be Planning
Hierophant - Magic/Divine
4. One problem I see immediately is that we have exceeded our cap on magic users, but whatever, magic users are the best anyway. I know I should have mentioned this earlier, I just had no idea you guys would have so many diverse and outside-the-box class ideas.
Look at the hp_i help again. You need two numbers.
hp_i 50,900 does 50% normal damage at one extreme and 900% normal damage at the other HP extreme.
Regen: http://www.rpgmakervx.net/index.php?showtopic=6347
The topic is ABSOFUCKINGLUTELY HILARIOUS because of Big_Ed.
Also, I think that there is a KGC slipdamage script that does Regens... check Demon Tower; I had regens for Martin IV in there.
MODIFY: My PM to the moderator in the topic above
hp_i 50,900 does 50% normal damage at one extreme and 900% normal damage at the other HP extreme.
Regen: http://www.rpgmakervx.net/index.php?showtopic=6347
The topic is ABSOFUCKINGLUTELY HILARIOUS because of Big_Ed.
Also, I think that there is a KGC slipdamage script that does Regens... check Demon Tower; I had regens for Martin IV in there.
MODIFY: My PM to the moderator in the topic above
http://www.rpgmakervx.net/index.php?showtopic=6347
I stumbled across this topic and decided to PM you about your stupidity. First off, don't fucking treat users like bullshit--even if you say "I DIDN'T MEAN TO SAY YOU WERE LAZY I JUST SAID MAKING A GAME IS TEDIOUS MOTHERFUCKER QQ MORE." It's not that nice. Secondly, regeneration statii are easy to do in rm2k3. What you do is go to the Status Effect tab, go to the HP/MP Regen/Degen box, and click the "recovery" radio button.
OH YOU STUPID KIDS I DID IT ALL WITH BATTLE EVENTS suck it up and clean up your act.
-Your friendly neighborhood call-out bitch,
Craze
nonononono. :) You're talking about
AND
I'm talking about...
I want skills that do damage EXACTLY equal to the amount of HP missing (i.e. hpi_f 250, ignore defense, 1 base damage should do 60 DMG if your Max HP is 80 and your current HP is 20). Like I said, I came up with a workaround using <hp scale 200-1>.
(I did not change the skill algorythms, btw, just the regular attack ones. This means that skills that are regular attacks now need to be set to Attack F 25.)
Modit:
lol @ the Big_Ed thing.
Oh yeah, let me add GreatRedSpirit to the list of people who should get their butts in here.
<hp scale xx-yy> - Scales the final damage in the skill calculation based on the
current HP of the user. xx and yy are numbers.
Example: <hp scale 50-150> - The skill will deal 50% damage when near death, and
150% damage when at full HP
AND
<hp scale invert xx-yy> Same as HP scale, but inverts the calculation.Which both work FINE.
Example: <hp scale invert 50-150> - The skill will deal 150% damage when near
death, scaling to 50% damage when at full HP
I'm talking about...
<hpi_f ##> - (Hp inverted F) works exaclty like hp_f, except the damage is
calculated based on how much HP is missing
Approx. 4 points of damage are dealt per missing HP per 1000 hpi_f.
Approx. 2 points of damage are subtracted per defense point of the target
per 100 hpi_f.
I want skills that do damage EXACTLY equal to the amount of HP missing (i.e. hpi_f 250, ignore defense, 1 base damage should do 60 DMG if your Max HP is 80 and your current HP is 20). Like I said, I came up with a workaround using <hp scale 200-1>.
(I did not change the skill algorythms, btw, just the regular attack ones. This means that skills that are regular attacks now need to be set to Attack F 25.)
Modit:
lol @ the Big_Ed thing.
Oh yeah, let me add GreatRedSpirit to the list of people who should get their butts in here.
Hmm. IM me tonight. I think the problem is that hp_i uses its own version of the default algorithms.
Dammit. KGC_RateDamage won't work for me either. Why there is so much fail.
Edit 1:
Alright, that means that all three division skills (Division, Long Division, and Null Remainder but NOT divide by zero) are borked until this situation is resolved. I spent the last hour scouring the webs for a way to fix it, with no luck. : (
Edit 2: Interestingly enough, mpi_f works. Bizarre.
Edit 3:
WHAT THE HELL. Now hpi_f works FINE.
Edit 4:
But Rate_Damage is still broken. Also, I am done editing this post.
Edit 1:
Alright, that means that all three division skills (Division, Long Division, and Null Remainder but NOT divide by zero) are borked until this situation is resolved. I spent the last hour scouring the webs for a way to fix it, with no luck. : (
Edit 2: Interestingly enough, mpi_f works. Bizarre.
Edit 3:
WHAT THE HELL. Now hpi_f works FINE.
Edit 4:
But Rate_Damage is still broken. Also, I am done editing this post.
Announcement:
1. There are FOUR elements. No more, no less. (This is only elements, it does not include other attributes; there's no limit on those, but don't be redundant. It might be okay to have a "Darkness" and a "Pain" element, but do we really need "Darkness", "Pain", "Death", "Evil", and "Necromancy". Etc.) Anyway, the four elements are:
1. Fire
2. Cold/Water (These are the same element.)
3. Electricity/Air (These are the same element.)
4. Earth
2. I finished adding Geometer to the database, finally. All of its skills except the division set seem to be working okay. From what I can tell from the cursory testing I did, it works well as a caster with high damage output but extreme fragility, which is exactly what it was meant to be.
3. I completed the Level 2 and Level 3 spell list for Arcane magic and added them to the database. Results follow:
I may be back later to evaluate/edit some of the pending classes. Until then I could use input on...
1. Stats for Naga?
2. What to do with Stalwart.
3. Anything else (I forget) that is still up in the air.
4. How to set-up Thief's "Lurking" skills.
1. There are FOUR elements. No more, no less. (This is only elements, it does not include other attributes; there's no limit on those, but don't be redundant. It might be okay to have a "Darkness" and a "Pain" element, but do we really need "Darkness", "Pain", "Death", "Evil", and "Necromancy". Etc.) Anyway, the four elements are:
1. Fire
2. Cold/Water (These are the same element.)
3. Electricity/Air (These are the same element.)
4. Earth
2. I finished adding Geometer to the database, finally. All of its skills except the division set seem to be working okay. From what I can tell from the cursory testing I did, it works well as a caster with high damage output but extreme fragility, which is exactly what it was meant to be.
3. I completed the Level 2 and Level 3 spell list for Arcane magic and added them to the database. Results follow:
Spells Spells So Far:(Wizard spells are learned by reading spellbooks and scrolls; the wizard must be a minimum level to learn these spells, however. Wizards start with the spell Magic Dart and may choose to start with either Touch of Chaos, Shimmering Halo, or Summon Homunculus. I plan for Necromancers to start with either Pain or Animate Skeleton. I plan for Druids/Elementalists to start with Burn, Freeze, or Zap. Finally, Tricksters (Rogue/Magic Hybrid) will be able to learn some Illusion spells.)
Level 1
"Animate Skeleton" - 4MP - (Necromancy). Animates a skeleton (collectible inventory item, found on corpses of certain monsters) to fight for the party until destroyed. (It's worth nothing that I plan on having a party size of 6-12 but only 3-4 PCs. This is to allow for PCs to summon plenty of minions.)
"Touch of Chaos" - 3MP - (Enchantment.) Confuses one enemy (Confusion does the same thing as Charm, but is less likely to vanish over time) but counts as a low-damage physical attack, and hence must overcome evasion to hit.
"Shimmering Halo" - 2MP - (Illusion.) Inflicts the Marked status (50% EVA) on one enemy, making them easier to hit.
"Summon Homunculus" - 4MP - (Conjuration.) A homunculus is a magical familiar animated from the wizard's own blood and life force. Unlike a skeleton, a Homunculus requires no item to summon, deals two damage to the Wizard when summoned, knows some spells, and dissapears after battle.
"Force Darts" - 2 MP - (Evocation.) 100% Accurate. Hits one enemy twice for 2 + (1/2 INT). So, deals roughly 14-22 damage. Force (i.e. non-elemental). 0% Variance.
"Burn" - 2 MP - (Evocation; Fire). 95% Accurate. Hits one enemy for 7 + (40% of INT) Fire damage. 20% Variance.
"Freeze" - 2 MP - (Evocation; Cold/Water). As Burn but Cold damage.
"Zap" - 2 MP - (Evocation; Electricity/Air). As Burn but Electric damage.
"Pain" - 2 MP - (Necromancy). 100% Accurate. Hits one enemy for 9 + (20% of INT) with 10% Variance; has a 75% Chance (further modified by resistance; assume 45% on average) to inflict "Staggered" status effect. Has no effect on enemies that do not feel pain (slimes, undead, etc).
Level 2
"Sleep" - 4MP - (Enchantment). Puts one enemy to sleep.
"Ray of Enfeeblement" - 4MP - (Necromancy). Inflicts "Feeble" (50% STR) on one enemy.
"Charm Humanoid" - 4MP - (Illusion). Inflicts "Charm" on one humanoid enemy.
"Princess's Flaming Sword" - 5 MP - (Conjuration; Fire). Grants one ally "Flaming Sword" (attack deal fire damage, +5 STR, +5% Critical Damage, +5% Critical Chance) for a few turns.
"Stone Spike" - 5MP - (Evocation; Earth). Hits one enemy for 10 + (40% of INT) Earth damage and has a 75% Chance (modified by resistane; assume 45% on average) to inflict "Bleeding".
"Animate Corpse" - 8MP - (Necromancy). As "Animate Skeleton", only significantly better. Requires a corpse to work. Can only be done out of battle, from the menu. You can have a corpse and a skeleton and a homunculus at the same time, but not two corpses or two skeletons, etcetera.
"Eon Feather's Magic Map" - 5 MP - (Conjuration). Summons a minimap of the dungeon (via KGC's awesome minimap script) for 1998 frames; after that it disappears and you must cast it again to see the minimap again. Note that Geometers can also learn this spell. It is the one shared Wizard/Geometer spell.
Level 3
"Invisibility" - 5 MP - (Illusion). Gives one ally "Invisible" (EVA = 100) status, which lasts for a few turns or until damaged (by a spell).
"Stoneskin" - 5 MP - (Enchantment; Earth). Gives one ally Stoneskin (200% CON) status for five or so turns.
"Fireball" - 8 MP - (Evocation; Fire). 18 + (30% of INT) Fire damage. 25% Variance. All targets.
"Lightning Bolt" - 7 MP (Evocation: Electricity/Air). 15 + (50% of INT) Lightning damage to two random targets with 50% Variance.
"Vampric Grasp" - 6 MP (Necromancy). 90% Chance (-Evasion) to deal 1 + (20% of STR) + (50% of INT) to one target; you are healed by the same amount. Also adds 'Sapped' status 90% (54% after Average (C) Resistance) of the time.
I may be back later to evaluate/edit some of the pending classes. Until then I could use input on...
1. Stats for Naga?
2. What to do with Stalwart.
3. Anything else (I forget) that is still up in the air.
4. How to set-up Thief's "Lurking" skills.
I think we might need to reconsider some of the value ranges in Formula for Geometer. Take a look here:
The ones I bolded are levels where the move's potential actually decreases. As a progressive damage dealing move, shouldn't it's usefulness only go up? Also, between level 8 and 9, the Minimum damage jumps from 3 to 5, completely skipping 4. I don't know how big of an issue that is, but it doesn't seem quite right.
Also, I assumed by #d#, that that was the range from which the number is randomly picked. Please correct me if I'm wrong, because as I'm reading it, it seems a little weird.
author=Max McGee link=topic=3845.msg77349#msg77349 date=1243544692
Min = minimum damage
Max =Max Mageemaximum damage
Level 1- 2d4
Min: 1
Max: 4
Level 2- 1d6 + 1d4
Min: 2
Max: 10
Level 3- 2d6
Min: 2
Max: 6
Level 4- 1d8 + 1d6 + 1d4
Min: 3
Max: 18
Level 5- 2d8 + 1d4
Min: 3
Max: 12
Level 6- 1d10 + 1d8 +1d6
Min: 3
Max: 24
Level 7- 2d10 + 1d8
Min: 3
Max: 18
Level 8- 1d12 + 1d10 + 1d8
Min: 3
Max: 30
Level 9- 2d12 + 3d6
Min: 5
Max: 18
The ones I bolded are levels where the move's potential actually decreases. As a progressive damage dealing move, shouldn't it's usefulness only go up? Also, between level 8 and 9, the Minimum damage jumps from 3 to 5, completely skipping 4. I don't know how big of an issue that is, but it doesn't seem quite right.
Also, I assumed by #d#, that that was the range from which the number is randomly picked. Please correct me if I'm wrong, because as I'm reading it, it seems a little weird.
Wait a minute, so there can be damage in a 2d64+16 format. I might pitch in something at some point after all.
author=Max McGee link=topic=3845.msg77530#msg77530 date=1243620722
@AeroGP:
...we already have a Paladin (Judge) and a Knight (Cavalier) and I already said that there's no room for any more combat-magic hybrids. Do you think you and Mr. Nemo could work some of your excellent ideas into the cleric/hierophant class he's planning?
2. I feel like I have BADLY FAILED to articulate that I wanted several classes (most if not all spellcasting classes and at least half the hybrids) to draw from the same general pool of spells. But since it is not happening this way, this idea is half nixed.
*=I do actually plan on statting these myself. And the necromancer, trickster, and elementalist should all draw MORE DEEPLY but MORE NARROWLY from the same spell pool the Wizard has, if that makes sense.
Classes Nemo is Known to be Planning
Hierophant - Magic/Divine
4. One problem I see immediately is that we have exceeded our cap on magic users, but whatever, magic users are the best anyway. I know I should have mentioned this earlier, I just had no idea you guys would have so many diverse and outside-the-box class ideas.
I was thinking the same thing about aerogp's class and some of the skills could work very well with what I had in mind for the Hierophant; I will make some suggestions and then we can work with it, AeroGP :)
Further, I kind of already guessed the situation about the mages and that's why I suggested the necro-hybrid with the soul-pool thingie (for something) and a selection of necromancy spells... but then again, rules are to be broken.
Lastly, I will finish compiling the tiles tomorrow (I'm currently just making it user-friendly and nicely layed-out so that using it won't be more complicated than necessary). I did encounter a slight problem when I tried enlarging the iconset (vertically), as the selectionbox is cut in half. With charactersets in VX, you can fix this pretty easily with namechanges, but the Icons?
author=halibabica link=topic=3845.msg77584#msg77584 date=1243648863
I think we might need to reconsider some of the value ranges in Formula for Geometer. Take a look here:author=Max McGee link=topic=3845.msg77349#msg77349 date=1243544692
Min = minimum damage
Max =Max Mageemaximum damage
Level 1- 2d4
Min: 1
Max: 4
Level 2- 1d6 + 1d4
Min: 2
Max: 10
Level 3- 2d6
Min: 2
Max: 6
Level 4- 1d8 + 1d6 + 1d4
Min: 3
Max: 18
Level 5- 2d8 + 1d4
Min: 3
Max: 12
Level 6- 1d10 + 1d8 +1d6
Min: 3
Max: 24
Level 7- 2d10 + 1d8
Min: 3
Max: 18
Level 8- 1d12 + 1d10 + 1d8
Min: 3
Max: 30
Level 9- 2d12 + 3d6
Min: 5
Max: 18
The ones I bolded are levels where the move's potential actually decreases. As a progressive damage dealing move, shouldn't it's usefulness only go up? Also, between level 8 and 9, the Minimum damage jumps from 3 to 5, completely skipping 4. I don't know how big of an issue that is, but it doesn't seem quite right.
Also, I assumed by #d#, that that was the range from which the number is randomly picked. Please correct me if I'm wrong, because as I'm reading it, it seems a little weird.
Ummm...epic math fail on your part?
1d4 = 1 Four Sided Die. (1-4)
1d6 = 1 Six Sided Die. (1-6)
2d4 = 2 Four Sided Dice (2-8)
2d4 means roll two 4 sided die and add them together. The max is 8, not 4? For 2d4, minimum 2, maximum 8, average 4.
1d8 + 1d6 + 1d4 means roll an eight sided die, a six sided die, and a four sided die, and add them all together. Minimum 3, average 9, maximum 18.
2d12 plus 3d6 means roll two twelve sided dice and three six sided dice and add them together. Minimum 5, average 21, maximum 42.
Actually I guess it's more epic nerd fail than epic math fail, but still... : P
WOSSAMATTA 'ALIBABICA, NEVER PLAYED D&D? (Said in an australian accent for basically no reason).
PS You're right about the jump, but that was intentional, kind of like LEVEL NINE, MAXIMUM POWER!!!
@Nemo:
That's a big ummm about the icons...maybe ask Craze how he did it? Geondun has like one billion icons. ridiculously huge Iconset. As for the selectionbox being cut in half, I'm not sure I know what you mean...you did remember to resize the icons themselves, yes?
Oh yeah, that was the last thing...watch should we do with Yeti?


















