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EnderX
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Status Effects
Um, been a while since I've tested, but I'm fairly sure RM2k permits more than one status on a character at a time. The only restriction along those lines I can recall is that a single action (attack or skill) cannot inflict more than one effect per use. I'll double check that next time I'm at a system with RM2k on it.
Anyone up for a quickie contest?
RM2K3 - Execute Custom Handler for losing battles just causes game over
I'm probably going to get yelled at for this, but...version compatibility issues?
I've worked with two 'versions' of 2k3 before. (They had different names for the RTP stuff, so 'version' probably means 'translation' in this case) - don't recall where I got the DLs from, but they behaved differently in the database and event runs. One of them had the problem you're describing, the other didn't. (Also, one would consistently error out whenever the enemy used a particular skill for the second time...don't recall which one it was.)
I've worked with two 'versions' of 2k3 before. (They had different names for the RTP stuff, so 'version' probably means 'translation' in this case) - don't recall where I got the DLs from, but they behaved differently in the database and event runs. One of them had the problem you're describing, the other didn't. (Also, one would consistently error out whenever the enemy used a particular skill for the second time...don't recall which one it was.)
Class Separation
Uhm, does it count as differentiating if you've got two people/classes that do the same thing, but for different targets? Part of the design of the game world I'm building involves a dual form of HP: Endurance (physical HP) and Spirit (spiritual HP; name subject to change.) Thus, there tend to be two (or three) variants of each general 'class' of character; one for each type, plus sometimes a 50/50 version (similar to the original red mage class, essentially). Mechanically, a 'defender' character isn't really different from a 'warder' character, but the defender is only good against physical or hybrid threats, while the warder is good against spiritual or hybrid threats. (A mage's fireball, or for that matter most general 'magic', would be hybrid threats.) For the record, if I understand the MMO terminology right, both classes would generally be 'Tank' archetype.
DOING IT! - WEEK FOURTEEN
One I've worked with a bit (although only a bit) is tuned boss AI.
The idea is something like this: You, the creator, have a rough idea of what kind of skills/abilities the player's characters may have at any point in the game. (The stricter you are about how new PCs or PC abilities are gained, the better the idea you have of what they've got available.) Therefore, at any given point in the game, you can at least loosely estimate what options the player has before them for battles.
Turn that to your bosses' advantage.
The general in-story idea would be that Boss X has been observing your team as you've made your way through Dungeon Y. The mechanic is that, each time you acted in battle, you kicked a notch up on some course of action. Eventually, a loose picture of the player's personal playstyle is created - whether they spam attack/Ultimageddoom or try for true strategy; whether they heal every time they take damage or only when they're 1 HP away from ending it; whether they rely on items or attempt to pull everything off by skills.
Then, when the player runs into the boss, all those little bits (kept in variables, of course) determine what he does and how he acts. If the player spammed attack, the boss starts out with attack breakers or defense boosts. If they relied on magic for everything, he'll boost magic defense then begin with the MP-draining skills. If they didn't heal 'til near the end, he'll lead them on with chipping damage then try to strike for keeps at low HP.
The idea, basically, is to prevent a boss where you can go look up the right tactics to defeat it online - the real strategy here is in determining how to design a team capable of more than one tactical assessment in the field. Properly done, -that- is the real weakness to such a boss, not elements or superweapons. A tuned boss is designed to match the player's field behavior - if they can toss out their previous tactics and engage a new set, then they've suddenly boosted their chances for victory.
The idea is something like this: You, the creator, have a rough idea of what kind of skills/abilities the player's characters may have at any point in the game. (The stricter you are about how new PCs or PC abilities are gained, the better the idea you have of what they've got available.) Therefore, at any given point in the game, you can at least loosely estimate what options the player has before them for battles.
Turn that to your bosses' advantage.
The general in-story idea would be that Boss X has been observing your team as you've made your way through Dungeon Y. The mechanic is that, each time you acted in battle, you kicked a notch up on some course of action. Eventually, a loose picture of the player's personal playstyle is created - whether they spam attack/Ultimageddoom or try for true strategy; whether they heal every time they take damage or only when they're 1 HP away from ending it; whether they rely on items or attempt to pull everything off by skills.
Then, when the player runs into the boss, all those little bits (kept in variables, of course) determine what he does and how he acts. If the player spammed attack, the boss starts out with attack breakers or defense boosts. If they relied on magic for everything, he'll boost magic defense then begin with the MP-draining skills. If they didn't heal 'til near the end, he'll lead them on with chipping damage then try to strike for keeps at low HP.
The idea, basically, is to prevent a boss where you can go look up the right tactics to defeat it online - the real strategy here is in determining how to design a team capable of more than one tactical assessment in the field. Properly done, -that- is the real weakness to such a boss, not elements or superweapons. A tuned boss is designed to match the player's field behavior - if they can toss out their previous tactics and engage a new set, then they've suddenly boosted their chances for victory.
DOING IT! - WEEK ELEVEN - Equipables
Weapon types for me depend on scenario.
Example: My current long-term project takes place in a single village and the surrounding environs. With only one exception, all 'weapons' used by the characters are tools - Hunter's bow, Fisher's line, Applerod Stave, Harvest Scythe, and Smith's Hammer. (The exception is the sword carried by the one 'soldier'-like character in town. No, it's not the main character or his mentor.)
Example: My current long-term project takes place in a single village and the surrounding environs. With only one exception, all 'weapons' used by the characters are tools - Hunter's bow, Fisher's line, Applerod Stave, Harvest Scythe, and Smith's Hammer. (The exception is the sword carried by the one 'soldier'-like character in town. No, it's not the main character or his mentor.)
Well-defined DBS or primitive CBS?
Personal preference?
Default system tweaked out until it's halfway to 'custom' anyway. Takes the best of both worlds that way. And someday, I shall arrive there myself.
Default system tweaked out until it's halfway to 'custom' anyway. Takes the best of both worlds that way. And someday, I shall arrive there myself.
Glossy Magazine Feature
Beta is ready! Call for testers!
Might require a bit of extra time on my part, but I would be more than happy to try a beta run. I've beta'd for Deckiller's Carlsev Saga before, you can probably check with him and determine whether or not I'll be suitable for your purposes.
Please note: I have not yet played the first game; if that is a requirement for this, I am afraid I must respectfully withdraw my offer.
Please note: I have not yet played the first game; if that is a requirement for this, I am afraid I must respectfully withdraw my offer.













