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RM2k says "invalid monster group
When did this happen?
My first thought is that you were testing in the game environment (not the DB), and that you triggered a battle, either a random set or event-driven set, that had a number you deleted from the database.
If this isn't the case, then I'm afraid I don't know.
My first thought is that you were testing in the game environment (not the DB), and that you triggered a battle, either a random set or event-driven set, that had a number you deleted from the database.
If this isn't the case, then I'm afraid I don't know.
Tanking for Health and... well, Health
Not quite sure how this one would qualify, but...
I'm working with two variant streams of HP: Endurance (Physical HP) and Spirit (Spiritual HP, name subject to change). Haven't really considered Endurance-based Tanks, other than playing around a bit with the generic concept, but there's a specific class type at least half-dedicated to Spirit-tanking. The class in question are called 'Warders'; they count as active or semi-active Spirit-based Provoke tanks, if I'm following your definitions correctly.
One of the easiest abilities for a character to obtain from the Warder skillset is known as 'Intercede'. It acts as a perfect target redirection against most Spirit-targeting abilities. (Yes, that means appropriately typed AOE actions suddenly become very picky Single-target actions.) However, Intercede comes with two drawbacks: It burns some Spirit per turn, and it paralyzes the character using it. Until the effect runs out (auto-fades on Spirit=0, auto-fades after battle, still determining turncount), the character can't act. As yet, I haven't planned to put anything party-controllable that can remove the Intercede paralysis effect into play.
There are more costly (to obtain, as well as actual required cost) versions of the skill that negate the disadvantages, and others that add advantages as well. At the highest level of the Intercede chain, the Spirit degen becomes a stronger Spirit Regen, and the damage is either absorbed, or (if I can figure the coding out) the actual attack is reflected.
Again, though, this class type is a partial tank. It feels more along the lines of your 'Elemental Tank' example, since it only works against one of the two types of HP, and the 'off-brand' one at that.
Any comments? Am I going slowly (or maybe not so slowly) crazy with this?
I'm working with two variant streams of HP: Endurance (Physical HP) and Spirit (Spiritual HP, name subject to change). Haven't really considered Endurance-based Tanks, other than playing around a bit with the generic concept, but there's a specific class type at least half-dedicated to Spirit-tanking. The class in question are called 'Warders'; they count as active or semi-active Spirit-based Provoke tanks, if I'm following your definitions correctly.
One of the easiest abilities for a character to obtain from the Warder skillset is known as 'Intercede'. It acts as a perfect target redirection against most Spirit-targeting abilities. (Yes, that means appropriately typed AOE actions suddenly become very picky Single-target actions.) However, Intercede comes with two drawbacks: It burns some Spirit per turn, and it paralyzes the character using it. Until the effect runs out (auto-fades on Spirit=0, auto-fades after battle, still determining turncount), the character can't act. As yet, I haven't planned to put anything party-controllable that can remove the Intercede paralysis effect into play.
There are more costly (to obtain, as well as actual required cost) versions of the skill that negate the disadvantages, and others that add advantages as well. At the highest level of the Intercede chain, the Spirit degen becomes a stronger Spirit Regen, and the damage is either absorbed, or (if I can figure the coding out) the actual attack is reflected.
Again, though, this class type is a partial tank. It feels more along the lines of your 'Elemental Tank' example, since it only works against one of the two types of HP, and the 'off-brand' one at that.
Any comments? Am I going slowly (or maybe not so slowly) crazy with this?
Game Plan for 2011
Serious:
Working on my storytelling and mapping skills; I've got a few ideas I've batted around for several years now, that have begun to properly coalesce, but as my current skills stand, I'm not sure I'm up to the task of presenting these stories.
Not serious:
Putting together a game where the player has to stop a mischievous creature called the boxling, which introduces monsters into a world, then for amusement brainwashes people into thinking they're heroes who have to deal with the monster incursion.
Working on my storytelling and mapping skills; I've got a few ideas I've batted around for several years now, that have begun to properly coalesce, but as my current skills stand, I'm not sure I'm up to the task of presenting these stories.
Not serious:
Putting together a game where the player has to stop a mischievous creature called the boxling, which introduces monsters into a world, then for amusement brainwashes people into thinking they're heroes who have to deal with the monster incursion.
ImageMOSTS_CaveBlock.png
SS14.PNG
Is that last item misspelled? Amohibian seems weird, but 'Amphibian' would not, and the 'o' and 'p' keys are right next to each other...
TRIBALSCREEN5.jpg
ImageMOS_FinalFightActI.jpg
Not necessarily. That head looks a lot like one of the designs for DC's Martian Manhunter character.
Equipment Vs. Leveling
author=mrstinkyfeet
That sounds hard...
I prefer a balance of both equipment and leveling because then you can become very powerful(usually)and still be able to function if you lose equipment(like an event where you lose weapons probably) or still have just enough power with main weapons,but i like the idea of no levels and equipment is essential.
I realized looking at this that I may not have made myself quite clear. Earning a level would still take a certain amount of Experience, as normal. That experience would then be used for 'training', to purchase skills, special abilities, and stat boosts. If I figure it out correctly, then there's no reason a 'normal' leveling sequence couldn't be bought by someone who wanted to do it that way. However, it's also possible to allocate all of those points toward skills and abilities, leaving the L99 character with a large action set, but the same stats he had as an L1 character. (Or, on the 'I really need to balance this right or else' end, a character with maxed out stats, but almost no skills or abilities.)
Weapons and armor, on the other hand, do as Shinan said and allocate a specific amount of points to their (the equipment's) natural stats without the character having to spend for them. (Although even that can be 'bought up' - abilities exist that would, for example, -> 'Sword +10%: Gains an extra 10% to weapon attack from equipping a sword.')
Equipment Vs. Leveling
Between the two, equipment.
I'm probably going to stick with the traditional 'level' mechanism for a couple of things, but the development idea I'm working with would mean that a level 99 chara would have the same stats as a level 1, all things considered; stat boosts and skills are bought with the exp separately from the level mechanism. (May use level as a threshold for some purchases.) Equipment will still function semi-normally though.
I'm probably going to stick with the traditional 'level' mechanism for a couple of things, but the development idea I'm working with would mean that a level 99 chara would have the same stats as a level 1, all things considered; stat boosts and skills are bought with the exp separately from the level mechanism. (May use level as a threshold for some purchases.) Equipment will still function semi-normally though.













