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The Rise of the Complete Heal after Every Battle Game

I love it.

The classic jrpg is about conserving ressources. If you just put autoheal after every battle in a game that is all about conserving ressources, that may not work very good. The average jrpg-trashfight is in itself very very boring and can hardly be lost at all. How could you lose with your 87 life potions and your 65 mana potions and and enough ressources to fight for the next 3 hours? The average jrpg-trashfight is something that takes away some ressources and what the player wants is to get to the boss with the most amount of ressources left. This also leads to passive gameplay. If the awesome skills cost precious mana, its best to use them as rarely as possible.

Does this system work? Sure, it did for 30 years now. Were the games fun? Sure.

Can we do something else? Yes! Why should we? Because even if dragon quest was fun, other things can be fun too, and sometimes more fun (opinion).

I prefer battle systems that are more about smashing the enemy in the most effective way, instead of the most cost-effient. That does not mean, that you always use the same skill, well if there is a skill that does the most damage and costs the most mana, then yes, but why should you even create that kind of skill in a game like this? Monster Groups can be different and combining different types of monsters creates different scenarios for skill-usage. Ressource systems don't need to be about conserving ressources for a dungeon or the rest of the game, they can be about managing ressources for the next 6 turns. Heros are not required to have a pool of mana, they can also have a little pool of energy that regenerates quickly.

The best way to beat those battles is to kill the enemies by combining the powers you have and using the right ones. Autohealing and autoreset after lost battles can make them fast and challenging as well, because youre losing the battle when you failed to use the right skills, not because you used all of the 245* heal items you had.

*not really made up number.

Aggression, or a.k.a 'Aggro'.

Right now i'm working on a threat-plugin because i think there is a lot of potential in this.

For me, threat is not only about threat, but also a possibility to make two other elements of battle more interesting, and that's healing and defense.

The defend action exists in most jrpgs, and usually its purpose is to be used after the enemy uses the charge command. Some times i get the feeling that every jrpg adds one of those fights, just because the defend-action exists in the battle-system and it would be blasphemy to remove it.

Defending against standard attacks is rarely a good choice, because it is not sure if the hero will be attack while defending, and because defening on a normal attacks is mathematically inferior to just attacking.

I combine defend with a counter mechanic ( block -> fill atb, your turn! ). It makes a successful defend mathematically superior to just attacking. It works because i do have a threat-system and because it is shown which hero monsters are going to attack next. It provides the information needed to make the tactical decisions instead of making defend a lottery. For a defensive hero, defending should be an essential part of him gameplay, all the time, not just fighting the charge-up-boss.

Defensive skills are more valuable as well when you can control, who is attacked.
A taunt and a def-doubled condition make a very good combination.

Of course having a tank taking all/most of the hits changes healing. jrpg-healing is whac-a-mole. Someone gets damage, someone needs to be healed. The healer in jrpgs is imo often cursed to be boring and passive. Having control over who gets damaged means that proactive healing like shields or healing effects on the target are more valueable. jrpg healing is a lot about saving mana, and usually there is a cheapest healing spell. When you know that the tank is going to be attacked, maybe the shieldspell will be worth it a lot more because you know its not going to be wasted.

What are some really funny RPG Maker games?

I forget the name, but the funniest maker game i've ever played was not ment to be funny. It was an less than average fantasy game but it had this moment when the hero finds the magic sword and the music starts with great timing and for a second it's atmosphere is the greatest,... until you notice, its digimon-music WITH lyrics!

I played it many years ago, but i remember it well because it was not only the most trashy and cheesy moment in a "not good enought to be taken seriously" game, but also one of a few moments of atmospherical awesomeness i've encountered in rpg maker games.

Live your dreams!

+++ DynRPG - The RM2k3 Plugin SDK +++

I'd love a version of RPS with the bugfixes and Miss!-changes only, but without those %n-attribute things.

"Heal if attack hits" and "% chance of adding a status" can be done as a plugin.

+++ DynRPG - The RM2k3 Plugin SDK +++

You can use multiple of those Flags (Link) at the same time, like "std::ios::out | std::ios::nocreate|std::ios::app" which opens the file in append mode, but fails, if the file does not already exist. Try it with ios::out and ios::app.

+++ DynRPG - The RM2k3 Plugin SDK +++

I think you are on a wrong path.

I made a code::blocks project for you. On my computer, it compiles.
http://share.cherrytree.at/showfile-19681/alexre.zip

+++ DynRPG - The RM2k3 Plugin SDK +++

Cherry changed the problematic things in DynRPG v0.20. Your are using DynRPG v0.30 with the v0.20 library, so its fine.

+++ DynRPG - The RM2k3 Plugin SDK +++

Changing the picture is a very good idea, tough i would use a 48x48 placeholder in ShowPicture and draw the face on that using onComment. Using the nextScriptLine seems more complicated than necessary.

@image1&Image2: Picture->merge() combines them. Use that, ignore Image 2.

+++ DynRPG - The RM2k3 Plugin SDK +++

Haha! It's all part of the learning experience, keep going and you will be the best pokemon-trai~ errr programmer some day ;-)

+++ DynRPG - The RM2k3 Plugin SDK +++

If that is all your code, you seem to misunderstand, how drawing an image works. RPG::Screen::canvas->draw is not like the show picture command. It draws the image on screen, exactly once. You need to do that on every frame if you want it to be visible all the time.