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The Master RPG Maker Helpful Things Topic

A lot of the links to tutorials no longer work.

Button Mash - Forcing the player to use different skills

One idea I came up with is to have a monster that leeches power off of another, more powerful monster in the battle group. This means that the more powerful monster is made weaker, but the less powerful leech is made stronger. If you kill the leech first, the strong monster regains all his strength, and then you have to fight a much stronger foe. You have to kill the stronger one first, dropping the weak one's strength and HP back down so you can easily finish it off.

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Editing this:



To look like this:



To go with this:



It is very tedious, very slow work, but I'm making progress.

Button Mash - Forcing the player to use different skills

That's an excellent idea, Thiamor. Sure, have your Fire 1, Fire 2, Fire 3, but give the option to make them individually stronger, so that they're still powerful enough to be useful, and set up circumstances where Fire 1 would be preferable over Fire 3.

Enemy invisibility (rm2k3)

This is a good idea. I know I can set an enemy to transform after a certain number of rounds, too. I'll try it out and see how it goes, thanks!

Enemy invisibility (rm2k3)

You can, under the Monster tab, where you select their abilities. My only thought is, having it transform to a blank enemy would only make them invisible, not unattackable. Hmmmm...

Enemy invisibility (rm2k3)

So here's my idea:

I want to have an enemy turn invisible during combat, essentially unattackable. One method I came up with (that I haven't tested yet) is to have it transform into a blank enemy set for a few turns, then transform back. Is this a good idea? Is there an easier way of doing it?

What are your best time savers and shortcuts?

Little Wing, that's very helpful, thank you!

Button Mash - Forcing the player to use different skills

LockeZ: It can help or hinder, it all depends on how it's done. If you throw a bunch of spells at people, filling up their spell book with "Fire level 1-9", then do nothing to keep those lower level spells useful, it'll just annoy the player. If a game maker's not going to keep them useful, they might as well go the "Fire spell 1 becomes Fire spell 2" route.

Edit: And for the love of god, if you're going to have spells that effect status (i.e. blind, confuse, poison) make them useful! I hate it when in an FF game I'm given access to all these abilities, but it ends up a crap shoot on whether or not they'll work.

Button Mash - Forcing the player to use different skills

DBA: I know, but the argument is that there's precious few opportunities to use those lower level spells for any effect that isn't made immediately better by choosing your most powerful version. The same goes for weapons, most times. Sure, you can have a weapon that's strong against a certain type of monster but weak against others, but all that goes out the window when you get your Master Sword, or what have you.

The only example I can think of where a game made clever use of weapons was in FFIX, where you come to an upsidedown castle and all the monsters are only weak to your lowest level weapon. I want to see more like that, where even the weak can be made strong in the right moment.