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[RMMV] Question about changing core game stats that may not be feasible.

Not at all. I'm winging it harder than a skydiver without a parachute.

[RMMV] Question about changing core game stats that may not be feasible.

I really thank you and appreciate your answer. I'm going to spend time with it applying the concepts to my project and come up with a compromise. This project will be a demo (well, a completed game, but a demonstration nonetheless) that I plan to shop around to gain interest in a bigger project coded from the ground up. As I don't have a budget for a programmer, I'm accepting the many many compromises I have to make using this software.

But that's where ingenuity shines best, is it not?

This project was originally a tabletop game I've played with groups. On paper it's simple, real simple. Your character is tied to four planes of existence, and if one is destroyed they continue the game without that plane. So we had ghosts (no body), zombies (no mind), and one character who was just a rumor everyone talked about and still effected the game by the memories of his presence (only a social stat left). It's a wild game in tabletop.

When trying to adapt it to RPG Maker I thought back to early Magic The Gathering and their approach to flying and landwalk and phasing creatures. Only a creature with this tag can attack or block a creature also with this tag. Like that for each stat. Spirit monsters can only be attacked with spirit skills, emotional monsters attack your emotions, and so on.

Anyways, I'll pour over this and let you know how it turned out. Cool.

And as a professional courtesy I'll have to check out Revenge of the Fallen and the rest of your stuff.

[RMMV] Question about changing core game stats that may not be feasible.

This is my first post so hello everyone, I've enjoyed lurking so far but after consuming dozens of videos and a lot of posts/articles on plugins, I feel more lost than ever. Maybe you can help?

I have a change I want to make to the core game and I'm not sure if it's possible (or just too exhausting, perhaps). Maybe I've overlooked something, so if you can point me in the right direction I'd appreciate it. :D

In my design, characters have different prime stats. For this we'll say Body and Mind (more stats in the design but let's keep it simple). Each has an offense, defense, and a healthbar. A prime stat can only effect the same stat (unless a skill converts), so e.g. Body offense clashes with Body defense and remaining damage lowers Body health. Fighting Body enemies you need a Body character with Body attacks, fighting Mind enemies you need a Mind character with Mind attacks. (And for questioning minds, the other Prime Stats are Soul and Heart.)

However, health comes in both non-lethal and lethal alternatives, where non-lethal causes temporary damage leading to "knockout" but lethal causes permenant damage that destroys a stat. Knocked out characters can be brought back with revives mid battle or return to 1 health after battle. Destroyed stats are removed permenantly. A character isn't truly dead until all stats are broken.

Now, the problem as far as I see it starts with redesigning all of the base stats, which I've seen discussed and is the easy part. The problem I'm coming into is:

1 - how to make each stat only effect the same stat

2 - how to give each stat it's own health bar

3 - how to disable a stat once it's "broken"

I know this is a lot to ask for. But I've gotten no answers elsewhere. Who knows. Maybe I'll have luck here?
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