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Guild Master - RPG Simulator Tournament - Preliminaries
Here's my randomly generated party, so expect it to be awful because most of the party is mages using physical attacks:
Team: Teenage Mutant Ninja Turtles
Name: Leo
Class: Magus
Active: Flameblade
Expensive: Rapture
Reactive: Detox
Passive: Afterglow
Weapon: Tiamat
Armor: Archlord
Name: Raph
Class: Troubadour
Active: Slash
Expensive: Spirit
Reactive: Bandage
Passive: Elemental
Weapon: Limbo
Armor: Slayer
Name: Mike
Class: Knight
Active: Zeal
Expensive: Rally
Reactive: Internalize
Passive: Metabolize
Weapon: Atlas
Armor: Crescent
Name: Don
Class: Warlock
Active: Bully
Expensive: Paralyze
Reactive: Ironhide
Passive: Athlete
Weapon: Masamune
Armor: Archlord
This random party gets destroyed by Sei's. It has no damage and nonsensical ability load-outs.
Team: Teenage Mutant Ninja Turtles
Name: Leo
Class: Magus
Active: Flameblade
Expensive: Rapture
Reactive: Detox
Passive: Afterglow
Weapon: Tiamat
Armor: Archlord
Name: Raph
Class: Troubadour
Active: Slash
Expensive: Spirit
Reactive: Bandage
Passive: Elemental
Weapon: Limbo
Armor: Slayer
Name: Mike
Class: Knight
Active: Zeal
Expensive: Rally
Reactive: Internalize
Passive: Metabolize
Weapon: Atlas
Armor: Crescent
Name: Don
Class: Warlock
Active: Bully
Expensive: Paralyze
Reactive: Ironhide
Passive: Athlete
Weapon: Masamune
Armor: Archlord
This random party gets destroyed by Sei's. It has no damage and nonsensical ability load-outs.
Guild Master - RPG Simulator Tournament - Preliminaries
If it wasn't clear, you can only have one of each ability type per hero.
Try again, Sei. Magus has two reactives and no expensive. Riftlord has two actives, two reactives, and no passive or expensive abilities. Paladin has two actives and no expensive. Freelancer is correct, however. Also, give them a name.
I may add an online database so people can create heroes via drop-down menus. Depends on how lazy I am. I will create a character sheet in the interim and fill out my own party.
Try again, Sei. Magus has two reactives and no expensive. Riftlord has two actives, two reactives, and no passive or expensive abilities. Paladin has two actives and no expensive. Freelancer is correct, however. Also, give them a name.
I may add an online database so people can create heroes via drop-down menus. Depends on how lazy I am. I will create a character sheet in the interim and fill out my own party.
Guild Master - RPG Simulator Tournament - Preliminaries
Hola. I've been prototyping a game I've been calling Guild Master and need your help bug and balance testing the combat simulation. To do so, I'm going to run some kind of informal forum tournament where users create a party and I can toss them into the simulator to see how they fare. However, before I actually setup a proper tournament I want to run some exhibitions to get the major balance issues and bugs out of the way. This also gives you a chance to familiarize yourself a bit with party creation and combat mechanics.
Your role is to assemble a party of four heroes. Select their class, abilities, and equipment. I will then throw them against another user's party where they will auto-battle until only one side is alive or a stalemate has been reached.
Each hero you create has four abilities. Abilities may have an offensive or supportive package, or both. Because battle is conducted automatically, each ability has a type of targeting behavior. For example, "Low HP" will select an entity with the lowest health percentage. The four ability types are below, and a hero may only equip one of each type:
(click links for full listing of abilities)
Active Abilities:
Active abilities are the default action and generate AP each time they are used. Some abilities deal lots of damage but generate little AP, while others deal little damage and generate much AP.
Expensive Abilities:
Expensive abilities are the priority action but can only be used at full AP. Upon use, AP is reset to zero.
Reactive Abilities:
Reactive abilities are triggered whenever an actor is the victim of a hostile action. Some reactives generate AP for the user, while others will counterattack the enemy.
Passive Abilities:
Passive abilities are always on. Their effects are quite varied, ranging from straight stat boosts to applying bleed conditions to every attack.
Ability Fields:
(n)Chaos magic that steals HP.
(a) Ability name.
(b) Amount of AP generated for the actor.
(c) Modification to the actor's MaxAP. Many healing expensives increase the actor's Max AP to prevent heal spam.
(d) Scope identifies which party it selects targets from.
(e) Target specifies how the ability behaves. A Low Res ability will target the enemy with the lowest Resist, while Bless will target the enemy with the most blessings.
(f) Power is how strong the ability is, expressed as a percentage.
(g) The number of hits an ability delivers. Multi-hitting abilities can penetrate shields more easily or apply multiple status conditions.
(h) Physical abilities scale with Attack while Magical abilities scale with Magic.
(i) Elemental affinity of the ability. Abilities with no affinity inherit elemental properties from weapons.
(j) Status conditions added to the target.
(k) Status conditions removed from the target. Blessings or Afflictions include all conditions of that type.
(l) Modification to the target's AP. Reducing AP delays expensive usage.
(m) Modification to the target's MaxAP, permanently making expensives more difficult to use.
(n) A crappy description of the ability. These need to be redone.
Elements
There are two elemental wheels. If an element is strong against the armor element of its target, damage will be increased to 150%. If it is weak against an armor element, it will be decreased to 67%. Like elements deal full damage: Fight fire with fire, as they say.
Equipment
I have filled out some sample equipment to choose from. If you have a request that isn't in the list, just describe the equipment type (mighty, medium, etc), general stat composition (high attack, medium defense, etc), and element.
Equipment List
Classes
As stated earlier, each hero has a character class. Below are the available classes with their respective Lv25 values. These status are probably going to change. Each class can only equip certain equipment types. All classes have a base MaxAP value of 360. This number was chosen because it is highly divisible by many factors, so that I can define abilities as "3 hits to charge up an expensive."
Statistics
HP: Health points. You know how they work.
AP: At full AP, a hero uses their expensive ability. Lower Max AP is better.
Att: Attack determines damage dealt by physical abilities.
Mag: Magic determines damage dealt by magical abilities.
Def: Defense reduces physical damage.
Res: Resist reduces magical damage.
Agi: Agility determines turn order and hit/dodge chance.
Formulas:
Damage = ability.Power * Modifier * (100 / (25 + Mitigation))
Such that modifier is an actor's Attack or Magic, and Mitigation is target Defense or Resist.
Healing = ability.Power * actor.Magic * (100 / (95 + (actor.Lvl * 20))
Hit Chance = (100 * actor.Agility) / (actor.Agility + target.Agility) + 25
Such that if an actor and target have the same agility, then the ability has a 75% chance to connect.
Status Conditions
Status conditions come in three flavors: Blessings, Afflictions, and Taunts. Most status conditions stack, with the exception of Shield and Barrier. If an ability hits multiple times, then it applies an associated condition multiple times. Conditions tick at the end of an actor's action rather than at the beginning or end of a combat turn.
Blessings
Regen: Regenerates HP. Regen power is 20% (see healing formula) and scales with Magic. Duration: 3
Barrier: Reduces direct damage received to 25%. Duration: 2
Shield: Reduces direct damage received to 0. All direct damage abilities dispel Shield. Duration: 2
Toughness: Increases Defense by (actor.Level * 3). Duration: 3
Willpower: Increases Resist by (actor.Level * 3). Duration: 3
Haste: Increases Agility by (actor.Level * 3). Duration: 3
Afflictions
Poison: Damages HP. Poison power is 20% and scales with Magic. Duration: 3
Wound: Reduces all healing to 75% per application. Duration: 4
Decay: Reduces Defense by (actor.Level * 3). Duration: 3
Flay: Reduces Resist by (actor.Level * 3). Duration: 3
Slow: Reduces Agility by (actor.Level * 3). Duration: 3
Stun: Prevents all action. Duration: 2
Other
Bleed: Damages HP. Bleed power is 5% and scales with Attack. Duration: 6
Taunts
Taunted: Actor will only attack targets affected by Taunting. Duration: 3
Taunting: Actor becomes a priority target for those affected by Taunted. Duration: 3
Rambling
Most of the values have been arbitrarily chosen and very little balance testing has been done, so I imagine many overpowered abilities and load-outs will emerge. For now, come up with a party of four heroes. Go through the ability links above (which is formatted poorly but will have to do for now). Think about the hero's skillset and party make-up holistically. I will pastebin the combat log so you can see how it plays out. Keep in mind the log is formatted for debugging and not player consumption yet, though.
Feel free to ask questions while I expand the documentation. Ability descriptions in particular are woeful, as they're only informational enough so that I don't forget what that ability does. They'll improve once abilities aren't in flux as much. Also, documentation on how stats and damage equations work, etc.
Hero Form Example (need four heroes per party):
Team: Necropolis
Name: Marcus (must be 12 or fewer letters, no numbers or symbols)
Class: Gladiator
Active: Flurry
Expensive: Antagonize
Reactive: Flail
Passive: Bloodbath
Weapon: Atlas
Armor: Crescent
Your role is to assemble a party of four heroes. Select their class, abilities, and equipment. I will then throw them against another user's party where they will auto-battle until only one side is alive or a stalemate has been reached.
Each hero you create has four abilities. Abilities may have an offensive or supportive package, or both. Because battle is conducted automatically, each ability has a type of targeting behavior. For example, "Low HP" will select an entity with the lowest health percentage. The four ability types are below, and a hero may only equip one of each type:
(click links for full listing of abilities)
Active Abilities:
Active abilities are the default action and generate AP each time they are used. Some abilities deal lots of damage but generate little AP, while others deal little damage and generate much AP.
Expensive Abilities:
Expensive abilities are the priority action but can only be used at full AP. Upon use, AP is reset to zero.
Reactive Abilities:
Reactive abilities are triggered whenever an actor is the victim of a hostile action. Some reactives generate AP for the user, while others will counterattack the enemy.
Passive Abilities:
Passive abilities are always on. Their effects are quite varied, ranging from straight stat boosts to applying bleed conditions to every attack.
Ability Fields:
| (a)Soulsteal | (b)72 AP | (c)0 MaxAP | |||||||
| (d)Scope | (e)Target | (f)Power | (g)Hits | (h)Type | (i)Element | (j)Inflict | (k)Remove | (l)AP | (m)MaxAP |
| Enemy | Any | 100% | 1 | Magical | Chaos | none | Shield | 0 | 0 |
| Ally | Self | 50% | 1 | Magical | None | none | none | 0 | 0 |
(a) Ability name.
(b) Amount of AP generated for the actor.
(c) Modification to the actor's MaxAP. Many healing expensives increase the actor's Max AP to prevent heal spam.
(d) Scope identifies which party it selects targets from.
(e) Target specifies how the ability behaves. A Low Res ability will target the enemy with the lowest Resist, while Bless will target the enemy with the most blessings.
(f) Power is how strong the ability is, expressed as a percentage.
(g) The number of hits an ability delivers. Multi-hitting abilities can penetrate shields more easily or apply multiple status conditions.
(h) Physical abilities scale with Attack while Magical abilities scale with Magic.
(i) Elemental affinity of the ability. Abilities with no affinity inherit elemental properties from weapons.
(j) Status conditions added to the target.
(k) Status conditions removed from the target. Blessings or Afflictions include all conditions of that type.
(l) Modification to the target's AP. Reducing AP delays expensive usage.
(m) Modification to the target's MaxAP, permanently making expensives more difficult to use.
(n) A crappy description of the ability. These need to be redone.
Elements
There are two elemental wheels. If an element is strong against the armor element of its target, damage will be increased to 150%. If it is weak against an armor element, it will be decreased to 67%. Like elements deal full damage: Fight fire with fire, as they say.
| Fire | strong vs. | Nature |
| Nature | strong vs. | Water |
| Water | strong vs. | Fire |
| Chaos | strong vs. | Holy |
| Holy | strong vs. | Death |
| Death | strong vs. | Chaos |
Equipment
I have filled out some sample equipment to choose from. If you have a request that isn't in the list, just describe the equipment type (mighty, medium, etc), general stat composition (high attack, medium defense, etc), and element.
Equipment List
Classes
As stated earlier, each hero has a character class. Below are the available classes with their respective Lv25 values. These status are probably going to change. Each class can only equip certain equipment types. All classes have a base MaxAP value of 360. This number was chosen because it is highly divisible by many factors, so that I can define abilities as "3 hits to charge up an expensive."
Class HP Att Mag Def Res Agi Equipment
Freelancer 1650 230 230 230 230 230 Mystical, Finesse, Mighty, Light, Medium, Heavy
Hunter 1650 280 180 205 155 330 Finesse, Mighty, Light, Medium
Troubadour 1500 205 280 205 255 230 Mystical, Finesse, Light, Medium, Heavy
Knight 1950 280 130 305 155 230 Finesse, Mighty, Heavy
Cleric 1800 205 255 230 280 155 Mystical, Finesse, Light, Medium, Heavy
Magus 1200 130 330 130 330 305 Mystical, Light
Gladiator 1650 330 130 255 130 305 Mighty, Medium, Heavy
Paladin 2250 155 180 330 255 130 Finesse, Mighty, Medium, Heavy
Riftlord 1050 305 280 155 255 255 Mystical, Mighty, Light, Medium
Warlock 2100 155 305 180 280 155 Mystical, Finesse, Light
Statistics
HP: Health points. You know how they work.
AP: At full AP, a hero uses their expensive ability. Lower Max AP is better.
Att: Attack determines damage dealt by physical abilities.
Mag: Magic determines damage dealt by magical abilities.
Def: Defense reduces physical damage.
Res: Resist reduces magical damage.
Agi: Agility determines turn order and hit/dodge chance.
Formulas:
Damage = ability.Power * Modifier * (100 / (25 + Mitigation))
Such that modifier is an actor's Attack or Magic, and Mitigation is target Defense or Resist.
Healing = ability.Power * actor.Magic * (100 / (95 + (actor.Lvl * 20))
Hit Chance = (100 * actor.Agility) / (actor.Agility + target.Agility) + 25
Such that if an actor and target have the same agility, then the ability has a 75% chance to connect.
Status Conditions
Status conditions come in three flavors: Blessings, Afflictions, and Taunts. Most status conditions stack, with the exception of Shield and Barrier. If an ability hits multiple times, then it applies an associated condition multiple times. Conditions tick at the end of an actor's action rather than at the beginning or end of a combat turn.
Blessings
Regen: Regenerates HP. Regen power is 20% (see healing formula) and scales with Magic. Duration: 3
Barrier: Reduces direct damage received to 25%. Duration: 2
Shield: Reduces direct damage received to 0. All direct damage abilities dispel Shield. Duration: 2
Toughness: Increases Defense by (actor.Level * 3). Duration: 3
Willpower: Increases Resist by (actor.Level * 3). Duration: 3
Haste: Increases Agility by (actor.Level * 3). Duration: 3
Afflictions
Poison: Damages HP. Poison power is 20% and scales with Magic. Duration: 3
Wound: Reduces all healing to 75% per application. Duration: 4
Decay: Reduces Defense by (actor.Level * 3). Duration: 3
Flay: Reduces Resist by (actor.Level * 3). Duration: 3
Slow: Reduces Agility by (actor.Level * 3). Duration: 3
Stun: Prevents all action. Duration: 2
Other
Bleed: Damages HP. Bleed power is 5% and scales with Attack. Duration: 6
Taunts
Taunted: Actor will only attack targets affected by Taunting. Duration: 3
Taunting: Actor becomes a priority target for those affected by Taunted. Duration: 3
Rambling
Most of the values have been arbitrarily chosen and very little balance testing has been done, so I imagine many overpowered abilities and load-outs will emerge. For now, come up with a party of four heroes. Go through the ability links above (which is formatted poorly but will have to do for now). Think about the hero's skillset and party make-up holistically. I will pastebin the combat log so you can see how it plays out. Keep in mind the log is formatted for debugging and not player consumption yet, though.
Feel free to ask questions while I expand the documentation. Ability descriptions in particular are woeful, as they're only informational enough so that I don't forget what that ability does. They'll improve once abilities aren't in flux as much. Also, documentation on how stats and damage equations work, etc.
Hero Form Example (need four heroes per party):
Team: Necropolis
Name: Marcus (must be 12 or fewer letters, no numbers or symbols)
Class: Gladiator
Active: Flurry
Expensive: Antagonize
Reactive: Flail
Passive: Bloodbath
Weapon: Atlas
Armor: Crescent
What Does This Mean?/RPG Maker 2K3
It does exactly what it says. You annotate a spot in a MIDI file that specifies its loop point. This has to be done in a MIDI sequencer. It's why the RTP music loops seamlessly.
Reflections at the end of the apocalyptic year of 2012
Help with Realistic Mapping Effects/Animals Flying Overhead
Danny, my recommendation is to apply a little critical thinking to your problem. Come up with a general goal, which you've already done: Birds fly randomly overhead.
Now think about what needs to happen for this to occur, before you even start thinking about RPG Maker. There needs to be a random time interval which decides how often birds spawn. Birds will spawn either above, below, or to the sides of the player. The birds need to travel across the screen and despawn. This process needs to repeat. Etc, etc.
If you can come up with a process that details how random birds spawn and fly across the screen, now you can start applying that method in RPG Maker terminology. Now that you know you need to spawn birds relative to the player's location, how do you get the player's location in RPG Maker? How do you setup a random time interval using RPG Maker variables? How do you assign a flight path to a sprite object in RPG Maker? Etc, etc.
Now think about what needs to happen for this to occur, before you even start thinking about RPG Maker. There needs to be a random time interval which decides how often birds spawn. Birds will spawn either above, below, or to the sides of the player. The birds need to travel across the screen and despawn. This process needs to repeat. Etc, etc.
If you can come up with a process that details how random birds spawn and fly across the screen, now you can start applying that method in RPG Maker terminology. Now that you know you need to spawn birds relative to the player's location, how do you get the player's location in RPG Maker? How do you setup a random time interval using RPG Maker variables? How do you assign a flight path to a sprite object in RPG Maker? Etc, etc.
Whatchu Workin' On? Tell us!
author=Blobofgoo
Working on my survival game. First it has to get accepted though...
Why does it have to get accepted for you to work on it?
Flowchart based combat system
What is the difference between battle points and HP? All systems are flowcharts that carry numbers when you get down to it. In fact, if you ever want to make any battle system from scratch you should probably create a data flowchart first.
Mutating, feeding and brawling monsters in RAWR
They ought to disable the double damage minigame in PvP, because it's unfair against dodge builds. Even if you have against a 75% dodge rate the minigame guarantees a hit. You shouldn't be able to beat alterego's rawr on the first try--it's a dodge/lockdown build similar to mine, except he has a better starter head and can crit for 8k due to a 14 body level advantage.
Connecticut Shooting
author=kentona
Actually, I was referring more to principals with guns.
(Principals With Guns would be a good name for a rock band, btw)
I don't think principals with guns is a very good idea either. I don't think you can expect any kind of reasonable security from one promoted teacher who has no presence in the hallways and who is also busy with administrative tasks.
I have no strong opinion on armed security in schools yet. It's not just about rampage killings though, but might also reduce the number of assaults that are a daily occurrence in American public schools (more focus on the security here, less on the armed since it's unreasonable to respond to bullying by pointing a gun at them).














