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Professions and Global Stats?
I'm trying to have an MMO-style take on crafting and various stats where the player's gathering and crafting variables level as they either gather or synthesis specific items, all while mixing in secondary professions and stats to also level up that unlock more of the game.
(I'll add a screenshot at the bottom)
Global Stats
Hunger
Stamina
Fun
Social
Fame
Knowledge
Paragon
Renegade
Interpersonal Stats
Character 2 Relationship
Character 3 Relationship
Character 4 Relationship
Character 5 Relationship
Character 6 Relationship
Character 7 Relationship
Character 8 Relationship
Character 9 Relationship
Primary Professions
Gathering
Woodcutting
Mining
Herbalism
Skinning
Crafting
Weaving
Blacksmithing
Alchemy
Leatherworking
Jewelcrafting
Engineering
Cooking
First Aid
Secondary Professions
Fishing
Lockpicking
Cryptology
Linguistics
I was reading in a previous thread that Hunger mechanics are rarely done correctly. I would like to remove Hunger, Stamina, and potentially Fun, but also replace them with something else. I enjoy leveling and maxing variables in games. I am not looking to have stats that decrease over time leaving the player handicapped, but rather stats that increase over time that unlock opportunities for the player. (The only stats that -could- decrease are the interpersonal stats).
Social starts at 0-10 and is acquired through helping other NPCs out with quests, talking to certain lore-filled NPCs, giving other party members gifts during cut scenes (which would also increase interpersonal stats). Leveling up social would increase dialogue options in NPCs unlocking more potential quests and opportunities.
Fame starts at 0-10 and is gained by completing certain dangerous tasks or being involved in largely known events (like story events), Fame also opens up new dialogue options or new areas that wouldn't be accessible before.
Knowledge starts at 0-10 and is acquired through learning about the lore of the world and correctly answering questions about the game world that are asked of you. Knowledge could impact dialogue options or available story information.
Paragon/Renegade starts at 0 and would be gained by moral assessments and action. These would essentially effect the game world in a fairly impactful way.
The other names are all pretty straight forward except:
A. Cryptology mechanic would be deciphering secret ancient messages and information.
B. Linguistics would be different from social. This would be interpreting dead languages or secret languages so the player could communicate with foreign communities.
I was thinking of removing Linguistics and adding Treasure Hunting.
The Global stats can also be increased by performing tasks within certain guilds (Slayer's Guild, Fisherman's Guild, Thief's Guild Etc)
What kind of stats and attributes do you enjoy leveling during a game?
Which ones do you not enjoy so much?
For the professions you do enjoy, how do you like them executed in-game?
Any feedback is greatly appreciated!

(I'll add a screenshot at the bottom)
Global Stats
Hunger
Stamina
Fun
Social
Fame
Knowledge
Paragon
Renegade
Interpersonal Stats
Character 2 Relationship
Character 3 Relationship
Character 4 Relationship
Character 5 Relationship
Character 6 Relationship
Character 7 Relationship
Character 8 Relationship
Character 9 Relationship
Primary Professions
Gathering
Woodcutting
Mining
Herbalism
Skinning
Crafting
Weaving
Blacksmithing
Alchemy
Leatherworking
Jewelcrafting
Engineering
Cooking
First Aid
Secondary Professions
Fishing
Lockpicking
Cryptology
Linguistics
I was reading in a previous thread that Hunger mechanics are rarely done correctly. I would like to remove Hunger, Stamina, and potentially Fun, but also replace them with something else. I enjoy leveling and maxing variables in games. I am not looking to have stats that decrease over time leaving the player handicapped, but rather stats that increase over time that unlock opportunities for the player. (The only stats that -could- decrease are the interpersonal stats).
Social starts at 0-10 and is acquired through helping other NPCs out with quests, talking to certain lore-filled NPCs, giving other party members gifts during cut scenes (which would also increase interpersonal stats). Leveling up social would increase dialogue options in NPCs unlocking more potential quests and opportunities.
Fame starts at 0-10 and is gained by completing certain dangerous tasks or being involved in largely known events (like story events), Fame also opens up new dialogue options or new areas that wouldn't be accessible before.
Knowledge starts at 0-10 and is acquired through learning about the lore of the world and correctly answering questions about the game world that are asked of you. Knowledge could impact dialogue options or available story information.
Paragon/Renegade starts at 0 and would be gained by moral assessments and action. These would essentially effect the game world in a fairly impactful way.
The other names are all pretty straight forward except:
A. Cryptology mechanic would be deciphering secret ancient messages and information.
B. Linguistics would be different from social. This would be interpreting dead languages or secret languages so the player could communicate with foreign communities.
I was thinking of removing Linguistics and adding Treasure Hunting.
The Global stats can also be increased by performing tasks within certain guilds (Slayer's Guild, Fisherman's Guild, Thief's Guild Etc)
What kind of stats and attributes do you enjoy leveling during a game?
Which ones do you not enjoy so much?
For the professions you do enjoy, how do you like them executed in-game?
Any feedback is greatly appreciated!

[RMMV] Yanfly's Change Class Core & Face Graphics
I'm using Yanfly's Change Class Core and would like to change the player's sprite and face graphics based on what class they are, but I also want to use the same face graphic in the message boxes (show text) for dialogue. I could use the 'show party member face graphic', but it would only use the basic one used in the menus. I want to keep using the facial expressions throughout the dialogue. I can't think of a way to get this to work properly. Any suggestions? Thanks!
[RMMV] Questions about prefixes/suffixes using Yanfly's Attach Augments
I'm trying to make a Diablo-ish prefix/suffix system using Yanfly's Attach Augments. Inserting "Augment A" will change the suffix of an item from "Sword" to "Sword of Flames", yet I'm trying to also trying to keep a second slot for a prefix (adding another Augment A will change it from "Sword of Flames" to "Savage Sword of Flames.)
I run into problems when I decide to put in two Augment A's that only change the suffix. If I change Augment A to modify both the prefix and the suffix, then:
1. Two names are being added from one Augment A (I don't like/less customization)
2. The second Augment A's prefixes/suffixes aren't then being used
I'm trying to avoid having 2 separate augment types for both weapons and armor to achieve the effect
(Weapon Augment A (crystal) changes prefix/Weapons Augment B (orb) changes suffix, etc)
The system I'm trying to implement is either
1. Weapons have 2A slots & Armors have 2B slots or
2. Weapons have 1A & 1B slot while armor has 2B slots
CAN THIS SYSTEM MAKE SENSE???
Is there a way you can set the Augment to either use a prefix OR a suffix based on if the item already HAS either one?
Also can you make it so Augment A has different effects where the it's inserted into a weapon or an armor?
I run into problems when I decide to put in two Augment A's that only change the suffix. If I change Augment A to modify both the prefix and the suffix, then:
1. Two names are being added from one Augment A (I don't like/less customization)
2. The second Augment A's prefixes/suffixes aren't then being used
I'm trying to avoid having 2 separate augment types for both weapons and armor to achieve the effect
(Weapon Augment A (crystal) changes prefix/Weapons Augment B (orb) changes suffix, etc)
The system I'm trying to implement is either
1. Weapons have 2A slots & Armors have 2B slots or
2. Weapons have 1A & 1B slot while armor has 2B slots
CAN THIS SYSTEM MAKE SENSE???
Is there a way you can set the Augment to either use a prefix OR a suffix based on if the item already HAS either one?
Also can you make it so Augment A has different effects where the it's inserted into a weapon or an armor?
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