FIRECAT1311'S PROFILE

I'm a lesbian game dev who specializes in action games and RPGs, featuring female characters and LGBT representation.
I've used various versions of RPG Maker just for fun over the years, and am working on one serious project with it before I return to GameMaker.
Check out my itch.io page for my finished games!
Slay the Dark Evil Queen...
(Free demo available!) Six gals on a weird and wild quest to do exactly what the title says.

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[SCRIPTING] [RMVX ACE] Exp-based stat growth outside of leveling

So, basically, what I want to do is set up a script that can replace the standard stat gain on level up system with a system that gradually increases each stat individually as a character gains experience.
For example, if a character will get 5 HP and 2 ATK in their next "level up" and it would take 100 XP to reach that next level, I want them to instead get 1 HP every 20 XP and 1 ATK every 50 XP. Then if the next "level up" after that needs 200 XP they'd get 1 HP every 40 XP and so on.
However, I'm not really familiar with the scripting system, but from what I can tell the way it handles stat changes seems to be hardcoded in a certain way, and I'm not sure how to work around that. Also, while I more or less know the code I'll need to write to handle the formulas, I'm not sure where to find what variables usually handle the stat curves for each actor.
If there are already scripts out there that do the same thing, I'd be fine with using those as well; I just haven't been able to find any yet.

Edit: To clarify, I'm okay with having the "level" stat, level up messages, and things like that still visible, I just don't want them to directly affect the stats in any way.

Not a Peep Review

Unfortunately I'm not really able to go back to working on this game now, since I have a much bigger and more important project (one not made in rpg maker) that I have to focus on.

Also I went back and tested it; you can sprint with shift, but for some reason it's disabled when you're awake (I don't remember when or why I did that). It's possible that it might have somehow not gotten enabled again properly when you went back to sleep, but I'm not sure how that could have happened.

Not a Peep Review

Yeah, I definitely realize the big lack of stuff to interact with. I was going to flesh it out a bit more, but that's about when I ended up stopping. I wanted there to be plenty of areas to warp around to as well.
Music, well, I just never really thought to make that a priority. In retrospect, I absolutely should have, since it's such a big part of setting the mood for a game lik this.
There is a bit more to the story shown through certain events, but it's a bit vague and apart from one event in the hut's basement it's all inference. I wanted to make it that way intentionally to possibly spark some discussions among players as to what might have happened in Sue's past but, well, yeah, unfinished game.
The reason Peep disappears when you go from the forest zone to the graveyard zone is that they're two separate "dreams". The idea was that you would need to find Peep somewhere in each individual dream before using him to start clearing out all the bad stuff in them. None of this really gets explained though so I understand your confusion there.
Something I probably should have mentioned sooner, and which I'll add to the "how to play" bit asap, is that you can in fact move much faster by holding down shift while moving.

Lunar Wish: Orbs of Fate

Been playing this for a while now (about 5 hours; just starting chapter 6) and just decided to give my thoughts on it sooner rather than later.
First I'll start by saying I definitely do like it, but I feel like there's quite a bit of wasted potential here. Some of the smaller events seem a bit rushed, and some characters accept things a bit too quickly. I like the characters, but they seem like they could have used a bit more depth when it came to these things.
Then there's the matter of the combat. It definitely has gotten somewhat better by the point I'm at, but around the start of the game it was really bland, and didn't really grab me at all. I know that it's common for RPGs to start small and all that, but at the same time you have to remember how important first impressions are. I honestly almost stopped playing at the end of chapter one because the first impression I got was pretty subpar at best.
I should admit that I'm not really a big fan of turn-based RPGs, so I don't play very many of them and I don't really know what all the standards are for combat systems, but even so I feel like this one is a bit generic in that regard. I think maybe it could have benefited from some extra gameplay elements (probably stuff that would require some scriptwork) to keep things from feeling like just any other RPG made in RPG Maker.
Aside from those things that keep the game from being as amazing as it could be, I'm having fun with it and am looking forward to playing more.

How to beat the Ham Belly

I just beat up the Gunkas and then had Fate spam Recover while the others attacked Phreeoni, occasionally giving Fate SP items when she needed them. Eventually the Phreeoni actually ran out of SP and just sat there while I killed it.

Sacred Earth: Promise

The first thing I always look for in an RPG (besides the combat system) is good characters, and I have to say you nailed that bit.
In general I just had a lot of fun with the two hours I spent playing this; the mechanics are very nicely balanced and the writing is great. Definitely looking forward to more of this series.
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