SLASH'S PROFILE
I make video games that'll make you cry.
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DOING IT! - WEEK ELEVEN - Equipables
My equipment sections:
Weapons: The obvious.
Armor: Also obvious, although there's only one armor slot.
Accessory: Accessories that give you additional weird powers, resistances, change battle commands, and the like.
Attitude: Character-specific. This affects a character's stats as a battle rages on. Stats like ATK and DEF improve, or you regain hp or mp every turn, depending on which attitude you have equipped.
Title: Also character-specific. Affects character-specific abilities and skills. (May be removed in the future, too specific)
As far as descriptions go, I've written stupid fun little blurbs about each item. Any pertinent information is also added, such as status effects of weapons or elemental affinities (I've shortened these by hacking the glyph system to make things like lightning bolts, fireballs, etc). I don't bother listing the stat bonuses since they're fairly obvious from equipping the damn thing.
Weapons: The obvious.
Armor: Also obvious, although there's only one armor slot.
Accessory: Accessories that give you additional weird powers, resistances, change battle commands, and the like.
Attitude: Character-specific. This affects a character's stats as a battle rages on. Stats like ATK and DEF improve, or you regain hp or mp every turn, depending on which attitude you have equipped.
Title: Also character-specific. Affects character-specific abilities and skills. (May be removed in the future, too specific)
As far as descriptions go, I've written stupid fun little blurbs about each item. Any pertinent information is also added, such as status effects of weapons or elemental affinities (I've shortened these by hacking the glyph system to make things like lightning bolts, fireballs, etc). I don't bother listing the stat bonuses since they're fairly obvious from equipping the damn thing.
Custom EXP System (RM2k3)
It seems that I have been driven to go all-out on my current project and add another custom system to it, and I need your advice.
I'm adding a custom EXP system for two reasons:
1) The current system for RM 2k3 can't be exponential, meaning that grinding level 1 doggies for a couple hours will put you at level 30 and let you breeze through the game
2) I have a limit-break-esque system that improves your statistics as a battle rages on (every turn your ATK or DEF gets a little boost), but due to the nature of the command code, resetting your ATK or DEF after a battle is annoyingly difficult, and every once in a while your stats will permanently drop to 1 or 0 or something and the game will be unplayable (you'll either do no damage or die instantly). With a custom system, I can just set a variable to your stats whenever you're outside of battle and have your ATK set to that stat after every battle.
Anyway! Enough rambling. I was wondering if anyone had any advice or experience making a custom EXP system and if there was any tips you could give me. I'm already using scripted battles (either battles you have to fight or guys you run into, i.e. not random) so adding EXP after every one should be easy.
I'm adding a custom EXP system for two reasons:
1) The current system for RM 2k3 can't be exponential, meaning that grinding level 1 doggies for a couple hours will put you at level 30 and let you breeze through the game
2) I have a limit-break-esque system that improves your statistics as a battle rages on (every turn your ATK or DEF gets a little boost), but due to the nature of the command code, resetting your ATK or DEF after a battle is annoyingly difficult, and every once in a while your stats will permanently drop to 1 or 0 or something and the game will be unplayable (you'll either do no damage or die instantly). With a custom system, I can just set a variable to your stats whenever you're outside of battle and have your ATK set to that stat after every battle.
Anyway! Enough rambling. I was wondering if anyone had any advice or experience making a custom EXP system and if there was any tips you could give me. I'm already using scripted battles (either battles you have to fight or guys you run into, i.e. not random) so adding EXP after every one should be easy.
DOING IT! - WEEK TWELVE - Dialogue
a) Jinn: Hanging out with you is like playing Russian Roulette. With a bullet in every chamber.
b) Pione: ASTOUNDING WINDOW ESCAPE!
c)Guard 1: So, did you catch the game last night?
Guard 2: *glances at Guard 1* You know the rules, no fraternizing on duty.
Guard 1: You must be a riot at parties.
*pause*
This is going to be a long shift.
b) Pione: ASTOUNDING WINDOW ESCAPE!
c)Guard 1: So, did you catch the game last night?
Guard 2: *glances at Guard 1* You know the rules, no fraternizing on duty.
Guard 1: You must be a riot at parties.
*pause*
This is going to be a long shift.
What other RM games have inspired your projects?
Wilfred the Hero inspired me to make a game just because of how purely awesome it was.
I can't remember the name of the game, but it was about a guy and girl who kidnap a princess and run off to a sewer with her. It had talent trees (ala WoW) and the characters generated MP using a WoW-like system. One character regained MP every few turns (energy), one when he attacked (rage) and one just ran out like normal (mana).
I took the energy system and adapted it to my own game (a copy of a copy?) You start every battle with full MP, you have low max MP, but it regenerates a little every turn, so you can cast spells every couple of turns but not back-to-back. I liked it because it encourages you to use spells in every battle (which is always more fun than spamming attack) but you have to try and predict when you'll need that MP to cast a heal, otherwise you'll be stuck half-dead for a couple of turns.
The plot itself is a mix of several RPGs including any RM game where you fight an evil corporation or entity. It starts off as a "reverse-FF7" deal, because I always wondered what it would be like to run Shinra.
I can't remember the name of the game, but it was about a guy and girl who kidnap a princess and run off to a sewer with her. It had talent trees (ala WoW) and the characters generated MP using a WoW-like system. One character regained MP every few turns (energy), one when he attacked (rage) and one just ran out like normal (mana).
I took the energy system and adapted it to my own game (a copy of a copy?) You start every battle with full MP, you have low max MP, but it regenerates a little every turn, so you can cast spells every couple of turns but not back-to-back. I liked it because it encourages you to use spells in every battle (which is always more fun than spamming attack) but you have to try and predict when you'll need that MP to cast a heal, otherwise you'll be stuck half-dead for a couple of turns.
The plot itself is a mix of several RPGs including any RM game where you fight an evil corporation or entity. It starts off as a "reverse-FF7" deal, because I always wondered what it would be like to run Shinra.
What other RM games have inspired your projects?
EXP and leveling rate in RM2k3
EXP and leveling rate in RM2k3
post=139211
You can... you'd need to do math here, but RM2K3's set up for full customization for leveling. As for how this would be done... again, you need to do the math..
I've been trying to do the math for a while and I haven't been able to :/
Are you talking about the built-in experience system in RM2K3 or event scripting?
As far as Level-ups and custom systems go, I don't really need one for my game. Customized characters and alternative leveling can be very cool if done well, but you need other systems in place to support it, and it's not necessary for a good game. There's no point in being able to assign a hero's stat points to Strength if he only learns magic attacks , for example, and too many custom systems just hurt the game if done poorly.
EXP and leveling rate in RM2k3
Is it possible to make this exponential? For example, could I make it so each level up takes twice as much experience as the last? It doesn't look like I can, but I wanted to make sure I wasn't missing something.
Also, how do other people set up their experience systems? I don't want people sitting and grinding level 5 mobs because they give almost as much exp as level 15 mobs.
Also, how do other people set up their experience systems? I don't want people sitting and grinding level 5 mobs because they give almost as much exp as level 15 mobs.














