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STATUS

I'm making legendary weapons with unique effects. Got any ideas?

  • Strak
  • 03/01/2023 08:07 PM

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Pages: 1
Got about 25 programmed in so far, I need at least 3 more. One for an axe, a dagger, and a mace. I'm not worried about how difficult it would be to make the unique effect, I'm up for a challenge. I've already broken RMVX more than I thought possible with this concept.
Make one of them give you a phasing property similar to the Blink spell in D&D where you're able to avoid 50% of attacks, but occasionally you miss because of it too.
Ooh I could definitely do that. Although I wonder if that would be more suitable for a legendary armor? Either way I'll write it down.

Couple of the more challenging ones I managed to do were a dagger that copies whatever status ailments you have onto your target, a sword that gains power for every enemy on fire, a mace that gains power for every incapacitated ally, an axe that gains power at low health, an axe with life steal, and a mace that changes the base attack to hit all enemies.
OzzyTheOne
Future Ruler of Gam Mak
4698
When the axe kills an enemy, a dismembered leg or arm latches onto an enemy, stunning them.

For the mace, how about the longer you hold it without using it, the harder it eventually hits when you do, but you also get dealt more damage to yourself while wielding it.
A weapon that damages you when you attack. Like a cursed weapon that deals 10-20% damage to you too.

Rather than the normal damage type (Physical, or Slice/Stab/Hit), the weapon deals a random elemental damage.

The weapon that hits like a truck when you attack, but it leaves your defense at literal zero.
Hmm. I like the idea of a sort of anti life steal weapon, and I like the idea of a weapon that sort of charges up. Maybe I could do something that deals damage based on how much damage the last attack you got hit with did. Sort of like counter in Pokemon.

Or I could do something with critical hits. Maybe if an enemy is at full health, the first hit from that weapon is a guaranteed critical. Or maybe the lower your health, the higher your Crit chance with that weapon. Maybe your critical hit damage increases against enemies afflicted by a certain status that the weapon applies.
OzzyTheOne
Future Ruler of Gam Mak
4698
I'd like to hijack Dyhalto's idea and propose a weapon that ignores all defenses and deals damage to self, instead of doing random elemental damage.

As for the dagger, what it's an instakill dagger, but if you hit with it, your character loses a bunch of levels. Could even include a scene where it doesn't work on the final boss and he laughs at it as he knows the dagger.
I actually already have an weapon that kills instantly (not always) but has massively reduced damage. I'll definitely look into the defense ignoring ability though.
Okay I'm super stoked, because I just figured out a way to have a storage system that allows you to move items between save files. Find a wicked level 1 legendary weapon that isn't very good any more but you could use on a new save file? Throw it in the locker and use it on a completely different save file. It freaking works and I'm super excited for this project now.

And it's separate from the base storage, so each save file has two storage lockers. One for the individual save file and one for cross-save transferring.
Weapon with a special skill that increases your attack a little bit every time you're hit?
Marrend
Guardian of the Description Thread
21806
How many suffixes/prefixes can an item have? Is it possible to find/wield an Ectoplasmic Obsidian Pirate Long Sword of THE GODS!?

*Edit:
-Ectoplasmic
I think this was a state-based effect, or elemental-based effect. Pretty sure this specific term/modifier existed, but, cannot recall any additional details about the amount, or type, of modification.

-Obsidian
Material modifier. Obsidian was among the best modifiers in this category in MM3-5.

-Pirate
Stat modifier. Though, I think this particular term/modifier improved the character's Thievery skill/percentile?

-Long Sword
The base-line item.

-of THE GODS!
Spell modifier. This specific one allows the item to cast Divine Intervention. Such a modification also tends to have a "charges" variable to indicate a consumable. MM4/5 handled it better, by limiting consumables into their own category, but, MM3 certainly did not have that limit!
So basically every item gets a randomly selected template that determines it's rarity, icon, name, and attack pattern. There's about 350 templates to choose from. Then, the items stats are generated based on the level of the weapon, which is determined by the enemy or chest that dropped it. The stats for weapons are ATK, DEX, accuracy, and critical hit rate. Each of these stats has a range they can draw from, so no two weapons are alike.

However, once the stats are generated, then the prefix is generated. Common weapons don't get a prefix, but uncommon weapons and above do. The prefix determines any modifiers the weapon gets. There are 12 uncommon prefixes. 4 are materials which affect the four stats mentioned above. 4 are elemental prefixes which give the weapon an elemental type and status ailment. And 4 are accessory prefixes that give the weapon an additional modification. Two of the accessories give stat buffs but decrease the opposing stat, one accessory increases critical hit DAMAGE, and one accessory gives the weapon first turn priority in battle.

That's it for uncommon. Now, rare prefixes are basically any combination of two uncommon prefixes, with some exceptions. No weapon can spawn with two elements, or two accessories. A weapon CAN have two materials though. And materials can be the same, and stack, so you can have ATK+ and ATK+ for a super damaging but kind of plain weapon. You CAN'T however have a weapon that does increased Crit cabbage AND gets turn priority. Those are both accessories, and you can only have one. Each of these prefixes has their own name, so you won't get a "Fierce Burning Longsword" but instead you'll get a "Incendiary Longsword." That way you don't have ridiculous long weapon names that don't fit on the screen.

Now, EPIC weapons get a combination of any THREE prefixes, with the same rule. No two elements or two accessories, but multiple materials are allowed and can stack. By the way, you can have an element AND an accessory, just not two of one type. Legendary weapons get the same prefixes as epic weapons, and so do Mythic weapons, but they also get unique effects that aren't listed on the item card. They also get a little red flavour text to distinguish them. Those are what this status were trying to figure out.

All in all, there's about 1,000,000 different stat combinations you can roll on any given weapon, with about 350 templates and another 350 prefixes, so there's approximately 122,500,000,000 different weapons that can theoretically be generated by this system. And the weapons database only goes up to about 509 slots to make it all work.
Wow that's really cool! That is a very intricate system and sounds like it's fun to explore! Wild you got VX to do all that!
It's been a lot of fun to figure out! Essentially I figured that database entries don't necessarily need to be used for hard-coded weapons. Instead, the entries from 1-36 are blank, and are overwritten when you get a new item. That's basically your backpack capacity. The next 40 slots are for randomly generated loot, then the next 40 slots are for shops, etc.
Just figured I'd drop this here. Your ideas were actually super helpful, thank you.
https://rpgmaker.net/games/12859/effects/

author=Dyhalto
A weapon that damages you when you attack. Like a cursed weapon that deals 10-20% damage to you too.


See "Reaper"

author=Dyhalto
Rather than the normal damage type (Physical, or Slice/Stab/Hit), the weapon deals a random elemental damage.


Not exactly the same, but see "Fiend"

author=Dyhalto
The weapon that hits like a truck when you attack, but it leaves your defense at literal zero.


Not a weapon, but an armor that gives bonus HP. See "Phantom"

author=OzzyTheOne
For the mace, how about the longer you hold it without using it, the harder it eventually hits when you do, but you also get dealt more damage to yourself while wielding it.


See "Atlas"

author=OzzyTheOne
I'd like to hijack Dyhalto's idea and propose a weapon that ignores all defenses and deals damage to self, instead of doing random elemental damage.


Kind of split this idea, but see both "Ephraim" and "Seraph"

Again, thank you guys, these ideas really got me to think outside the box.
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