WITCHROLINA'S PROFILE

A little witch looking to test some of her ideas and philosophies of game design. With luck, she might be able to gain some insight.

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A pleasure to meet you.

Thanks for the welcome. I'm currently juggling time between learning the scripting language, work, and Fire Emblem Awakening, so goings may be slow. Hopefully, though, I'll have a decent first release to test by the end of the year.

[VX Ace] Programming language for Scripts?

So nothing I need to be wary of considering my methods - just common sense stuff. Got it.

Well, I'll get to work. This is gonna be... one heck of a doozy - and quite slow going, considering I actually have a day job to worry about. I suppose any other suggestions, tips, and pointers will be welcomed as the weeks go on. I'll try to give some updates to my progress, and eventually test builds of my script to hand out.

A pleasure to meet you.

Nah, most people I know of like the skill system, but think it was unbalanced in its execution. Which it was. Too much emphasis on ubering up physical stuff, and not enough stuff to really balance things out on the magic end.

For that matter, Suikoden II and V were just as bad in this regard - everything is skewed in favor of physical fighters, so that makes a decent chunk of the roster game breakers.

Need I remind anyone of the Berserk+Rage+Double Strike rune combo from Suiko V? And that you can actually use that combo in formation attacks and reap the benefits? Great games, but they need to work on their balancing a bit.

[VX Ace] Programming language for Scripts?

Wow... I haven't even heard of that language before. Any similarities to Java or C++, the ones I have experience in? Or perhaps warnings about old habits not to repeat?

I'll give all those a shot, but it's likely going to take much longer for me to put anything out here, considering I'm gonna have to build this from scratch. Since I want to be sure about compatibility, I'm likely gonna have to make my own 8-directional and pixel movement scripts as well...

Hopefully, though, once I get it all done and built up, I can release it. It should make for quite a nice addon if I can pull off what I hope to be able to do with it, though I imagine it'll take some time.

Also, what is considered to be kosher in the scripting community, and what is considered taboo? I know some places don't like released scripts that alter the base, and only things that add onto it.

[VX Ace] Programming language for Scripts?

Well shoot... it seems that in my search, I haven't found any scripts that work well as a base for what I'm trying to do - a system based on the Golden Sun games. Which of course, means that a lot of the aspects of those games - the AoE heavy battles, the multiple types of criticals, and the unique class system - do not seem to have any community support that I could find.

Well that won't do at all. If I can't find it, I might as well make it. Thing is... I've not done any programming since high school. Nearly ten years ago. As such, it's time for me to pick it back up and start learning. Thing is, I don't know which language to learn for these scripts, so being pointed to a couple things would be much appreciated:

1st: A novice's guide to whatever language this is done in should help me to learn the ropes and understand what is what.

2nd: A beginner's guide to VX Ace scripting specifically, so I know what to look for and how to test it out.

Any other tips and points, or heck even flat out assistance will be most welcomed. Thank you for your patience.

A pleasure to meet you.

I don't know why you didn't think we liked the skill system. Everyone I know loved it to death - though it could have used some more balancing. Lord knows magic needs a buff.

V's skills... were kind of a cheap imitation, IMO. Naught more than equipment in practice, really. III's had much more going on, which was very much appreciated.

Critical Damage Formula?

That's because critical hits exist on top of another, similar entity called Unleashes. As I have mentioned before, this is heavily inspired/based on a game called Golden Sun, which essentially had two different types of critical hits.

The first is the standard type of critical hit native to all weapons. Oddly, it uses the target's level to determine damage.

The second is known as an Unleash. Unleashes aren't critical hits in the same manner as you'd normally think of them - they're full on abilities that trigger with the attack command. Unleashes and Criticals have a similar chance of being triggered, though it is the Unleashes that take priority. Furthermore, there is gear that exists that can increase the odds of these occuring - the original GS games allowed up to a 99% unleash rate. I plan to nerf that down to no greater than 60%, as well as some other alterations.

Do I expect people to care about criticals early on? Oh, heck no. The unleashes are what shine here, and the critical hits are more of a supplemental thing - a kind of middle ground between a standard attack and an unleash.


Furthermore, the Level Influence of the Critical Value is determined by the currently equipped weapon. A dagger, for example, won't use 30%, but 40-45% of the level, while an axe may only use 20-25%. The system is not simple, no, and I now believe I have to custom build the setup for it. None of the scripts I've seen do anything close to what they need to do...

I need to allow for much more involved stat manipulation and determination.
I need to allow for much more in-depth damage formula manipulation.
I need to be able to designate areas of 3, 5, 7, 9, and 11 targets.
I need to be able to designate the magnitude of spells, so I'm able to control how damage diminishing works from the center target.
I need to set up a GS-style class changing system, where the equipped modifiers determine class. However, it needs to be independent of Elemental Affinity, unlike the original GS games.
I need to designate new stats, period, that don't exist natively.
I need to change it so that stats are assigned to characters, not classes, and that classes give a multiplier to stats.

I need to pretty much overhaul the hell out of the thing. So to answer your last line... the answer seems to be "Hard as balls without a team". Especially for someone who's last programming class was AP CompSci II back in 2004.

A pleasure to meet you.

Yeah, that's what it looks like... but I wanna know what it does. Kind of like the Sun Rune in V - you never actually get it, so you don't actually get to see the spells you could use with it.

There was also a PSP Suikoden, but we never got it here. It was another sidegame like Tierkreis.

A pleasure to meet you.

I love the third game and it's huge amounts of customization, but dislike the pairing system and... well, the rather drag-on nature of the fights. Compared to other Suikoden games, S3 fights take forever. I suppose if it was done more efficiently and they did away with the pairing system, it'd be much less of an issue.


Anywho... Y'alls thoughts on Tierkreis?

Critical Damage Formula?

At CV0, no extra damage should be done. At CV1, 1% of the target's defense should be ignored, the base damage inflicted needs to be multiplied to 101% of the original value, and an extra 1 damage dealt on top of that.

If defense piercing occurs with CV0, then I don't think my formula has anything to do with it, and that means it's built in to VXA. Which also means it needs to be gutted without mercy. A tool that doesn't give me proper control over my system must be corrected so that it does - please assume that all formulas given here follow that, and that what I'm really looking for is


In case you didn't see it right, how damage works is:

(Attack - Defense) / 2

So half the difference between attack and defense. A critical hit will change the defense to this:

(Defense * (1-(CV/100))

Which modifies it to reduce the defense by a percent equal to CV. It also does this:

((Attack - Defense) / 2) * (1 + (CV / 100)))

Which gives a multiplier based on the CV, which if it is 7, multiplies the above by 1.07 (or 107%). Finally, it also adds a bit of additional damage at the end.

((Attack - Defense) / 2) + CV

So if CV is 7, then it does 7 extra damage. Putting it all together:

(((Attack - (Defense * (1 - (CV / 100)))) / 2 ) * (1 + (CV / 100))) + CV

So if the Critical Value is 7, then 7% of the enemy's defense is ignored, the attack does an additional 7% damage, and the attack does an additional 7 damage on top of that. So, plugging in values, let's assume the values of 200 attack, 120 defense, and a Attacker Level of 22. This gives us a CV of 7, as given in the example above. Final decimals will be floored after the equation, but count during it.

(((Attack - (Defense * (1 - (CV / 100)))) / 2 ) * (1 + (CV / 100))) + CV
(((200 - (120 * (1 - (7 / 100)))) / 2 ) * (1 + (7 / 100))) + 7
(((200 - (120 * (0.93))) / 2 ) * (1.07)) + 7
(((200 - (111.6)) / 2 ) * (1.07)) + 7
(((88.4) / 2 ) * (1.07)) + 7
((44.2) * (1.07)) + 7
(47.294) + 7
54.294
54

Whereas standard damage would be:

(Attack - Defense) / 2
(200 - 120) / 2
(80) / 2
40

To me, this is much more preferable than dishing out 80 damage because of some arbitrary decision that criticals always double damage. As for why it doesn't just ignore defense, I have three types of damage enhancing skills in the game:

  • Added Damage
  • Damage Multiplier
  • Defense Piercing

I wanted to do something that incorporates all three of them but in a balanced manner - thus the lower values for CV. And as I want it to reflect the strength of the character themselves, rather than just some static value, I used the Character Level to determine the CV itself.


The trick is, I've gotta find out how to modify VXA to give me much more control over variables, because from what I've seen so far all I can manipulate are the Core and Vitals stats. There are some other things I can alter and tweak, but the really in-depth stuff I don't yet have access to, and that's where most of the work needs to be done.
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