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RPGMaker 2k3 - Wonky status effects

Anybody have trouble working with states that double intelligence? I can't get it to affect damages properly in certain situations.

I have a system that uses passive skills in my game, and one of the ways I make those work is by creating subtle state changes when characters take the right action. One of those systems affects item use. I have two skills - Sapper, which should double attack item power, and Chemist, which doubles healing attack power. Both work the same way. If the game notices a character using an item, their stats are modified. For the purposes of items, Atk - which I used as healing power - is set to 100, and Int - which is offensive power - is set to Lvl x 5.

The items are set as skills. The idea is that healing items have a set healing value, so level has no effect on them. Attack items are affected by level (but not other stats).

Now, the idea is that characters with the right equipment or right skill can have double healing or offensive effect when using items. This was a simple matter of applying a 2x Strength or 2x Intelligence, 1-turn state as they use the item. Works great for my healing ability. A 2x strength state called chemist gets activated on the user, their effective 100 becomes 200 thanks to the state and healing items heal twice as much.

BUT, for same crazy reason, the same won't work with my offensive items. Those are set as skills with 10 int influence, and with modified attributes to multiply influence effect, and yet a character with supposedly double intelligence deals the exact damage as one with regular intelligence. Everything works the exact same way as the healing items, yet it won't work at all. Which leads me to wonder... what the heck is going on? I can think of several rather simple workarounds, but I'm wondering if anybody knows that's going on here because I can't quite tell what's up. Do Int doubling status effects just not work when combined with items? Or is something else going on?

EDIT: After more playing around, it seems like any status that doubles intelligence does nothing, in all cases. That's even more perplexing. Doubling Attack or Agility works fine, but doubling intelligence or defense does nothing. I had never noticed because my game uses custom in-battle stat handling (I thought doubled was too much, so I've set it to manually increase stats by a smaller proportion instead)

Release day... Night.

Wow. I really feel for you man. While I didn't get caught up in a scam, I did go to a school that made promises it couldn't quite keep, especially in the bad economy, for a high tuition rate. Thankfully, my degree still has a high value, but I can TOTALLY relate. If it were not for the fact that I am still unemployed and will need to start paying my student loans soon, I would absolutely help. If my situation turns around, I will make sure to help.

I would suggest that you look into your legal options. Low-income legal clinics offer free consultations with lawyers. Such a lawyer could probably tell you if you have any legal action available to you. Depending on how overt the lies of the admissions people were, I wouldn't be surprised if it would be possible to get your loan discharged because the school attempted to defraud you. You should def. consult with a lawyer familiar with your state law to see if anything can be done.

I am glad to see that these hard times have not destroyed your desire to work on a creative project. I am looking forward to trying the game.

I wish you the best of luck.

cess03.png

It's nice but there's something about it that makes it less than pleasing...

For one, I don't love the tint.

But really, I think maybe the straight line is sort of ruining what is otherwise a nice shot? I dunno. I wish I could say what exactly, but there's something about it that makes me go "Meh" even though it's actually a pretty nice screenshot.

Vote FE for RMRK's Project of the Summer Season

author=Sailerius
Congrats on the nomination, but isn't it kind of unethical to encourage people to register on another site to vote for you? If someone did that with the Misaos, it would be looked down upon.

Either way, best of luck.


Isn't that a great way for the other website to get new members though? People wander in to vote, check out what's there, and then never leave. That's the model businesses use to increase their customer base all the time.

Good habits

Oh, very cool!

I really like the stylistic changes. I was trying to figure out how to make it look more skull like. That's great stuff. I'll have to look at your changes more closely to see how I can adapt the sprites. The sideview is really critical for the battle system, so I'm gonna have to play around and see if I can adapt your changes to the sideview (that was my original problem, and one of the reasons I had kept the head simple)

Why reduce the amount of colors? I realize the shading wasn't perfect (really I suck at it) but it used the same number of different colors as refmap uses on most skin tones, including bald heads. I had thought it was appropriate. I'm always struggling when working with palettes and number of colors in shading, so I'd love your thoughts on it.

Really appreciate the link to the refmap color scheme, btw. I've changed so many things in so many chipsets (and replaced so many useless color while going about it) that I'm not sure I had one with the original palette intact. It did make chipset editing (moreso than charset because of the greater variety in one set) a giant pain. Thanks!

Forever's End Review

How do you mean? I tried to be fair to both, but it's really hard to distinguish the gut feelings from the objective stuff. At the end of the day, Forever's End kept me coming back, and I could feel safe recommending it to other players. Edifice, on the other hand, felt like a chore to play at times. I feel like the scores reflect that. Maybe I was a little bit more clement in the area per area score.

My standard, as stated in the Edifice review, is that 3/5 is average. Ultimately, I feel like every individual part of this game is average to barely above average. I feel like my explanations reflect that (noting both the familiarity and ease of the setting as well as its over-reliance on cliche, the competence of the mapping versus the underdesigned and overfamiliar look of the game due to the rips, and the straightforward playability compared to the unnecessary features, and so on). The total score reflects what some reviewers single out as the "tilt" - that drives that keeps you playing and keeps you having a good time that isn't represented in the other scores. To me, Forever's End could not have more tilt. I completed the game in a very short time because it kept me coming back - I was intrigued to see the world, intrigued to move the plot forward, so on and so forth. I could think of friends that I would recommend this to strongly.

I feel like most players could get something out of this. I didn't feel that way with Edifice. Maybe I didn't explain why I preferred one over the other properly, or maybe we just differ in tastes. That being said, I do want to be a fair reviewer and maybe I'm not expressing myself very well (or maybe I am, in fact, being patently unfair). I'd love to get your insight as to what you think the difference is. I feel like review-writing is something that can be improved, just like gamemaking and I do want to improve.

ivan.png

I don't love the outline of the hat... But I don't know why.

Otherwise, it looks great

The Mists of Maderaan

One day soon, man, one day. There's actually enough for a demo right now (I have 5-6 hours of gameplay fully polished, and maps and most events done for another 2-3), but I really want a meaty release that is really representative of the finished product - more of a Part 1 release than a demo. This is my last summer of freedom before joining corporate america, so I'm really pushing hard to get things done. It means several hours of work a week, but I'm finally getting places with this project.

Edifice - A Slightly Less Decrepit Version Review

author=Craze
I am currently strongly thinking about renovating characters, but I... don't get your comments about individual skills being too complex. Like, really? And you liked Arian Wild?


Well, the thing is, I feel like a lot of skills have multiple effects that aren't synergistic in a "logical" sense. I mean, it could make sense that I would want all these effects into skill, but it always feels like a random amalgamation. I never go "OH, this is why this all comes together in one ability!" For example, Tundra and Neuroshock make sense to me. The status effects seem like a logical followup (though it would make more sense if Tundra was called cryosleep or something, but sleep and ice are often paired together). On the other hand, both HP absorbing abilities, for example, had really bizarre attached status effects that left me going "Why would these come together? What do I gain from having silence on here?" and I never remembered that silence came attached and would occasionally just go "Huh, did that just silence that guy?" I guess it's more of a name-effect disconnect than a true "too complex" issue - it's only complex in that the name of the skill has no relation to its effect and so the secondary effects feel randomly tacked on.

I thought Arian Wild was better on this level. There were still a couple skills that had a ton of bizarre effects packed together, but it was easier to remember what they all were and find use for them all (maybe because you would get used to a party and learn their skills)

I think part of the issue is that if the game had a slower learning curve, I could get used to what all the abilities do, and find niche uses for the weird extras tacked on to the abilities. When they're all thrown in together, I'm just sort of like "For the love of God, all I want is a basic ice spell. Why does everything have 15 effects?!" Maybe that's why Arian Wild and In Praise of Peace worked better for me on those levels - I had time to grow accustomed to my abilities before more were thrown in.

Wow, long post. Sorry. Hopefully it's helpful.

BTW, I am subscribed to this game. I will gladly rereview/update this review when there has been a game update. I think there's a lot of potential here. I am looking forward to your revisions.

Edifice - A Slightly Less Decrepit Version Review

I intend to revise when a major revision comes out. I wouldn't have reviewed it at all if I weren't interested enough in the project to do that.

I grouped atmosphere with plot in order to avoid having a 0/5 score on games that don't rely on plot. I think games with little to no plot rely on atmosphere to create the same basic drive in the player - that feeling that keeps you wanting to play more to see what's next.

Edit: You do make a good point about the slick battle UI. I hadn't stopped to think about it. But then, I don't care much for the menu UI, so maybe they even each other out?