MERLANDESE'S PROFILE

Placebo Love
A lonely office worker is guided by a silent Muse to solve the mystery behind his two Doppelganger Soulmates.

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[RMVX ACE] The case for 'Luck'

author=Marrend
Straight from the VX Ace Help-file...

The change in states and debuff effectiveness due to luck is as shown below. Note, however, that 0 is the lower limit.

Chance (%) = 100 + (user's luck - target's luck) รท 10

Oops, accidentally double posted. XD

So 10% is the minimum? Not bad. Better than 0%. Still a lot of RNG for a debuff to be viable.

[RMVX ACE] The case for 'Luck'

I just remembered about the 'Stache stat in the Mario and Luigi games (love those games). Pretty cool in that it affects buying and selling items as well as "Lucky" hits (critical hits).

I think the real awesome-ness-itude is that not only do you cover the negativity of the term "luck" by naming it "'stache," but this renaming also allows for non-"lucky" things to make sense. Being able to sell things for a higher price consistently isn't luck, it's more like charm or haggling skill, which as everyone knows is a trademark of having a mustache.

Screenshot Survival 20XX

author=Saffie
I'm not sure I'm doing the whole "get rid of empty, useless space" thing right. I hope this looks better..


Definitely looking better!

Personally I'd shrink the whole middle isle leading up to the salesperson. Don't be afraid to be asymmetrical, too. You could make the shelves on our right three spaces wide and shrink the counter by one on the right side, or close it in on both sides with the shelves. You could even just move everything on the outside inward by one tile. Right now the biggest misuse of space is that center isle, though. It looks like someone bought a place to sell items but didn't have enough items to fill the space! XD

Keep it up!

[RMVX ACE] The case for 'Luck'

author=Sooz
author=turkeyDawg
I wonder if there are any games where literally every RNG calculation takes a Luck stat into effect.
That would be p. boss.


It's a board game called Monopoly.

[RMVX ACE] The case for 'Luck'

author=SgtMettool
One of my favorites uses was in EarthBound, where there's an item called Lucky Sandwich that has a chance to trigger a better healing effect depending on your luck stat.Nevermind I guess it's just RNG. Still a cool idea though.


That brings up a good point in framing.

Let's say you have an item that can heal anywhere from 100 to 200 HP randomly. If an item says "HEALS 150HP +/-50" you tend to curse at it for being RNG. But if it says "HEALS 100HP OR MORE" the item seems better even though it gives you less information about how it fully works.

[RMVX ACE] The case for 'Luck'

My love life.

Seriously this is a good question. I'll have to think about it. Did you have any cool ideas in mind?

EDIT: The first example that comes to mind is Luck's fancy cousin, Risk Management.

The board game Formula D deals with this a lot:

Formula D

Every turn you can choose to shift your gear forward or backward one. Different gears require the roll of different-sided dice. If you are in the highest gear you have the potential to move the most spaces. But the game has a mechanic where you essentially need to stop within certain ranges on the board or else you'll suffer a penalty. (In the theme of the game you are meant to "slow" around corners or else you might bust a tire or something.)

In this instance you basically have control over your range of luck, and luck has a direct effect on mobility. It's a good idea that takes luck and makes it feel somewhat like you can control it, and is a well-themed game in general.

Screenshot Survival 20XX

author=Sated
author=Frogge
Welp I decided that I'm gonna finish all the maps before starting the eventing for this game so I don't run out of ideas halfway through. Here's a pic of the third lever(yup the game is divided to levels):

And just because it has blood it isn't a horror game ok?!
I would add a more blatant indication of where the side-to-side doors are.

Definitely agreed on this one.

A not-so-tricky trick we use at Twelve Tiles and Freebird Games is the rug/carpet. It actually doesn't make a whole lot of sense to have a rug at every side door but you can see how much more clearly it defines entryways. :)


Sideways Entry Trick in ABS, FP, and LW

EDIT: Probably should have screen-capped the examples with the event boxes all over but it's most clear in the last one anyhow. :P

Your wildest stat systems

I've made a stats system and never used it (haven't we all!) that was based more on the learning and growth of the stats than the actual use. In fact a lot of my scrapped ideas are more on the HOW than the WHAT.

I'll just quote most of it from my ancient proposals for a BONUS EXP system:

Outside of battle, there's a coffee shop (or equivalent device) that makes custom drinks (or equivalent product) that can be purchased for individual members.

So, if you mix a drink and give it to a player, they have an increase in a hidden value. This increase is based on the character's tastes, so black coffee might work better on me than on Rayen. Let's call this hidden variable the Bonus statistic.


----------------Cost--------Lan--------Rayen
Coffee------$1.50--------(+10)--------(+2)
Tea----------$1.25--------(-1)--------(+8)
Milk---------$0.80--------(+4)--------(+3)


At the end of a battle, the player on your team with the highest Bonus stat gets an EXP Bonus, then their Bonus stat reduces by some small amount (possibly random). If one player has more Bonus (by giving them more/better drinks than the others), they continuously get the EXP Bonus. So the lead Bonus holder is the one who always gets more EXP--they never share.

Battle 01
Rayen has 12 B-Stat
Lan has 11 B-Stat

Rayen gets BONUS EXP!
Rayen loses 2 B-Stat

Battle 02
Rayen has 9 B-Stat
Lan has 11 B-Stat

Lan gets BONUS EXP!
Lan loses 3 B-Stat


If the hidden variable goes below zero for everyone, no one gets that bonus, so you have to go spend money again.

Ideally, this exchanges your money for extra EXP. If you never buy drinks no one gets a bonus, but that money can be spent on other things later. And you can choose who you want to over-level by investing in them with battle-earned-money, rather than time (which would be the case in a grind-fest where you can change players).