If you want a way other than plugins, I'll give some thoughts.
Third item should be simple enough. Have it so that once the skill is unlocked, it is added to the character (not to the class) OR have it so that it triggers an event that gives a stat bump. This probably will require an event.
Abilities are easy enough as well. Have it so that the class's purchase functions are based on events (different classes get access to different events). Otherwise, there could be an event that runs when it is time to level up to see if the class has unlocked that ability yet and thus provide the bonus.
Switching out classes and leveling the classes is also possible through some eventing.
Now, the real question I have is exactly what you want to do. Depending on what it is you want to do, it can be easier or harder to manage. If you want to switch classes, you can have it so an event takes care of everything each class change. That means removing buffs, adding buffs, etc. I have made such a system before in another game that I've been working on where each weapon type is a different class. When you equip a weapon, you learn skills based on that weapon's class. When you switch weapons, it removes the skills (to be more exact, it removes the skill type so you can't access them) and does any changes needed.
This can be done with just events, but can be difficult and slower depending on what you need it to do. With scripts (VX Ace) or plugins (MV), it can be smoother.
Obviously, the more details you can give about what you want, the easier it is to provide reasonable help.
Features Feedback
● ARCHIVED · READ-ONLY
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The first rule for this particular forum is this
At the moment this seems to be solely about your game, so unless you can tell us how this is a General discussion, I shall move it to Features Feedback.1) Discussion should be general, not project-specific.
While you're welcome to use your project as an example, please try to keep the conversation broad. Feedback that's only specific to your project should be posted in your project thread. If it's too early in planning to have a project thread, you can use the Plot and Character Feedback thread.
Also, it might be helpful if you were to specify if this is for Ace or MV. Your avatar says you are using Ace, but your post refers to plug ins, which are MV only. -
Should I refer to you as Sin or Aria for a shorthand?
Thank you for your prompt response... Since this was moved to a new forum I'll go ahead and wait for some other responses. Also, Yanfly recently released her Job Point plugins. Now is a good a time as any to see how I can use this.
Editing to remove story snippit. -
Okay, at your request I'm moving this. I think on balance Features Feedback is the best place for it, as you want to nail the details about class changes and stats, rather than your story.
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So I know how much we looooove being stunned and/or paralyzed in our games due to the lost turns (and the fact it feels like it never works on bosses or any enemy we ever care to use the states on), so I'm toying with this idea:
Stun: Lower all attack based stats for one turn, lower Agility so that you are more likely to go last that turn, no chance to counter attack.
Paralyze: Significantly lower all attack based stats for one turn (so you don't get one shot KO'd, I'd either leave DEF and MDf the same or lower then a very small amount), low Pharmacology rate (harder to open mouth to drink potions), very low Agility for that turn, no chance to counter attack.
This way you still get to act, but the Stun and Paralyze now make you less effective fighters. Think of it like you are now going through the motions in battle, so fighting at partial strength. Thoughts? -
@bgillisp
My thought is that you should rename your statuses into "knock back" or something. Otherwise people would be confused, seeing "Stun" or "Paralyze" working not the way they expect. -
Yeah, I really wouldn't use the words "Stun" or "Paralyse" to describe those status effects. It has a very high chance of confusing people.
I also don't think that "Stun" or "Paralyse" are bad status effect when used in the traditional sense, they just need to be used sensibly. Set up enemies so they can't cast it every turn (they only cast it once in three or something like that), or set it up so that coming out of "Stun" or "Paralysis" gives you a resistance to them for a couple of turns or a whole bunch of other options. -
A minor thing I've been pondering:
In the current project, you can obtain accessories that boost the damage of elemental spells. For example: the Tornado Bracelet boosts wind damage, the Storm Bracelet boosts thunder damage, and I am an uncreative loser who rips stuff off from other games and calls it a "shout-out". They also let the wearer cast a spell of the element via TP, and can be worn by anyone even if they normally don't use that element of magic or don't have magic in the first place.
Currently, equipping one of the elemental accessories reduces the damage of other elements, though to a lesser degree than the boost to the one element. (As of now, the numbers are +25%/-15% and +50%/-35% for the two tiers of accessories.) The initial thought to that was to give a cost to making one element stronger at the cost of others. However, it also feels like it would discourage equipping the accessories to give access to another element—you wouldn't be able to cast the TP spells as often as your normal spellls, and those spells would be weakened somewhat.
So the question would be: Leave the danage penalties for other elements, or drop the penalties and only have a boost for the relevant element? -
I don't know, I like the idea. Maybe the lower tier could just give access to the spell, with no element power changes, but the stronger accessories start to boost the primary/diminish the others. This way if they just wanted a fire spell, they could grab the crappy fire ring, but if they wanted to turn someone into an Ice nuker, they could use the more potent version. Does that make sense?A minor thing I've been pondering:
In the current project, you can obtain accessories that boost the damage of elemental spells. For example: the Tornado Bracelet boosts wind damage, the Storm Bracelet boosts thunder damage, and I am an uncreative loser who rips stuff off from other games and calls it a "shout-out". They also let the wearer cast a spell of the element via TP, and can be worn by anyone even if they normally don't use that element of magic or don't have magic in the first place.
Currently, equipping one of the elemental accessories reduces the damage of other elements, though to a lesser degree than the boost to the one element. (As of now, the numbers are +25%/-15% and +50%/-35% for the two tiers of accessories.) The initial thought to that was to give a cost to making one element stronger at the cost of others. However, it also feels like it would discourage equipping the accessories to give access to another element—you wouldn't be able to cast the TP spells as often as your normal spellls, and those spells would be weakened somewhat.
So the question would be: Leave the danage penalties for other elements, or drop the penalties and only have a boost for the relevant element?
I've been kicking around the idea of using Gameus' quest plugin to have achievements, of sorts. Have a quest category of "Feats" or "Achievements", whatever, and it would be full of normal achievement sort of stuff. You know, grindy stuff like "Kill 200 Rats", hand-outs like "Reach level 10 with any character", things that require you do some idiosyncratic thing like "Defend 10 times in a row in a single battle" or story/choice related like "Refuse X option character's offer to join you". Some could have secret objectives., with the name being a hint?
The thing is, I'd want them all to have some tangible reward. Killing you 200 Rats gets you Rat Killing Spear, or whatever. Not necessarily just gold for most of them, but something that the player can look at and go, "Oooh, what's a 'Gyroscopic Tomato'?! I'd better get to work using 500 potions!"
The examples I'm using are just kind of thrown out there, as I definitely want them to be something that is obtainable with some effort. Tiered achievements would be cool, too. You know, kill 10 rats for a potion and 20 gold, gill 50 for crappy rat claw accessory and 500 gold, kill 200 for the Rat Spear and personal island. Whatever.
As long as the rewards are tangible and the goals are achievable, do you think players would care? -
Arc, that seems perfectly fine. It will require you to properly balance the systems in place to make sure that it doesn't feel like a slog, but I see no inherent issue with it.
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So, with the game I'm planning, I want to remove magic points as a traditional resource (use magic, abuse ether, repeat!), but I still want to limit player power and how often they can use those powerful abilities, but I don't want to always use the ever popular skill cool-down mechanic. After going through several different things, I decided to give each character a different class mechanic and depending on how the player uses the mechanic, they either limit or greatly boost their power. This screenshot from a recent play test is the result of what I have for four characters :::
Even though I removed magic points as a traditional resource (use magic, use ether, repeat!), Its still being used as a resource for each character in a different way. Everything on there visually is just using a different method of displaying the MP bar and MP totals. Its different with each character. I'm not going to describe any of the individual mechanics in detail unless you ask me, as I'm not looking for feedback on any specific mechanic at this time.
(simple explanation for each ::: 1) Gunslinger must reload every so often, otherwise can attack freely. 2) Wizard can only cast number of spells per mission with no restorative items, but can cast any spell in the game after they learn it. 3) Vampire has a blood level which increases damage dealt by a percentage, but it drains if they heal. 4) Steam Elemental has to balance fire and water attacks. Using a fire attack makes the bar more red. Makes fire attacks more effective and makes water attacks less effective, and vice versa)
I have these questions though :::
I have about 13 characters planned so far, and might go a little higher, and each one has a separate mechanic to learn how to use. Visually each one will look different as well.
- Is that too many different unique mechanics/characters for one game?
- Is there too much visual clutter on the screen by giving every character a different resource?
- Would anyone even take the time to figure out how all these mechanics work, or will they just take the 4 easiest ones to use and stick with them throughout the game? -
With the slightly-dark-but-not-grimdark fantasy RPG I've been tinkering with, I wanted to do something a little different than a physical/elemental strength/weakness setup. Well, not TOO different. It's largely inspired by the Persona series, specifically the third game.
I have three types of physical damage: slash (SLA/S), bash (BSH/B), and pierce (PRC/P),
and five types of magical damage: fire (FIR/F), ice (ICE/I), thunder (THU/T), light (LGT/L), and dark (DRK/D).
Also, instead of static parameter increases, weapons and armor will give increases in percentages based on their tier (and there are five tiers, with mythical stuff at the top). This is partly so each piece may still be viable later on, but also because math makes me cry.
Anyways, I have all types of armor be weak to one element and strong to another. For example, cloaks and mail armor are strong against bashing while weak against slashing. The head armors give magic elemental weaknesses and strengths.
There are six types of weapons: swords (SLA), martial (BSH), polearms (PRC), bows (PRC), staves (BSH, buff MAT), guns (PRC, called Arcus). They too are arranged in tiers, and certain weapons give some buffs other than ATK.
Enemies will always have at least one weakness or strength, with bosses, of course, having more strengths than weaknesses if any.
I have all I've made so far in this images/xcel files. Any thoughts? Is it too complicated/simple? Should I get rid of the percentages and get down and gritty with testing out how static increases would work? Is it too early to tell how this would all work?
Any help and critique is appreciated.
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@Natheus
You mentioned how math makes you cry, to which I assume means you don't like to deal with it (as opposed to tears of joy), but I think your system actually makes the math more complicated for both you and your players, while being potentially redundant.
I don't know what damage scale you plan on working with, nor what your damage formula looks like, but if we disregard the elemental bonuses for a second and only look at the raw ATK increase, the difference between your starting weapon and ending weapon is only 5%. And even with the final weapon, the character only does 10% more damage compared to having no weapons equipped. Note that if you are enabling variance on your attacks (default being +/- 20%), this means a lucky roll of RNG can easily make your worst weapon deal more damage than your best weapon, and an unlucky roll of RNG can make your best weapon deal less damage than your worst weapon. (Specifically, at a variance of 20%, assuming base damage of 100, your 5% weapon will deal between 84 - 126, your 10% weapon will deal between 88 - 132) Is this what you want? Because with such a small increase even between your worst and best weapons, players would probably skip equipment upgrades all together due to how insignificant the effects are. (Especially if you expect players to grind for gold/resources in order to get them)
On the other hand, if the focus is on the elemental bonuses that I previously disregarded, then first and foremost, all of the weapons beyond Spark Sword, with the exception of Excalibur and Tyrfing (which are the only ones that grant Light and Dark bonuses) can be thrown out. Why? If you set elemental weaknesses to have big effects, like the traditional norm of 200%, this means that using Burnt Blade against a foe weak against Fire with a base damage of 100 will cause (100 + 5% * 2) = 210 damage (ignoring variances), whereas, again, any non-element weakness exploiting weapon will only deal damage in the 100 - 110 range. You can see that, without proper balancing (MATH!), players would never choose to use non-elemental or stat-boosting weapons because elemental weakness outclasses them all. On the flip side, if you make elemental weaknesses very low, then you run into similar problems as above, where players will not get to see much difference between what they are doing with your Tier-1 weapons versus your Tier-5 weapons.
Finally, there's the issue with how having so many options for horizontal upgrades will affect the pacing of the gameplay experience. How varied are enemies in any particular dungeon? If you throw in even just 3 ~ 4 different types of elements that enemies both use and are strong/weak against, then does that means players will need to switch their equipment between every battle? During battle? By making elemental weaknesses too strong, you run the risk of making the process too tedious and putting players in un-winnable situations because they have the wrong equipment setup. By making elemental weaknesses too weak, you render all the options you made redundant because players will just stick to the non-elemental weapons as a safe bet.
All in all, while its fun to come up with all these cool equipment names, stats, bonuses, and categories (I've been there, done that myself in the past), it's probably much better to first come up with damage scale formula/models in order to be able to understand how these pieces will influence battle, and to what degree.
Hope this helps! =) -
I completely forgot about variance and how that would affect damage, and I don't think I'd be willing to turn off variance. I just set up a spreadsheet to see how variance would affect a base damage of 100, and even when I increase the increment from 1% to 5%, the same problem persists. 5% weapons do 85~125, 30% do 110~150.@Natheus
You mentioned how math makes you cry, to which I assume means you don't like to deal with it (as opposed to tears of joy), but I think your system actually makes the math more complicated for both you and your players, while being potentially redundant.
I don't know what damage scale you plan on working with, nor what your damage formula looks like, but if we disregard the elemental bonuses for a second and only look at the raw ATK increase, the difference between your starting weapon and ending weapon is only 5%. And even with the final weapon, the character only does 10% more damage compared to having no weapons equipped. Note that if you are enabling variance on your attacks (default being +/- 20%), this means a lucky roll of RNG can easily make your worst weapon deal more damage than your best weapon, and an unlucky roll of RNG can make your best weapon deal less damage than your worst weapon. (Specifically, at a variance of 20%, assuming base damage of 100, your 5% weapon will deal between 84 - 126, your 10% weapon will deal between 88 - 132) Is this what you want? Because with such a small increase even between your worst and best weapons, players would probably skip equipment upgrades all together due to how insignificant the effects are. (Especially if you expect players to grind for gold/resources in order to get them)
On the other hand, if the focus is on the elemental bonuses that I previously disregarded, then first and foremost, all of the weapons beyond Spark Sword, with the exception of Excalibur and Tyrfing (which are the only ones that grant Light and Dark bonuses) can be thrown out. Why? If you set elemental weaknesses to have big effects, like the traditional norm of 200%, this means that using Burnt Blade against a foe weak against Fire with a base damage of 100 will cause (100 + 5% * 2) = 210 damage (ignoring variances), whereas, again, any non-element weakness exploiting weapon will only deal damage in the 100 - 110 range. You can see that, without proper balancing (MATH!), players would never choose to use non-elemental or stat-boosting weapons because elemental weakness outclasses them all. On the flip side, if you make elemental weaknesses very low, then you run into similar problems as above, where players will not get to see much difference between what they are doing with your Tier-1 weapons versus your Tier-5 weapons.
Finally, there's the issue with how having so many options for horizontal upgrades will affect the pacing of the gameplay experience. How varied are enemies in any particular dungeon? If you throw in even just 3 ~ 4 different types of elements that enemies both use and are strong/weak against, then does that means players will need to switch their equipment between every battle? During battle? By making elemental weaknesses too strong, you run the risk of making the process too tedious and putting players in un-winnable situations because they have the wrong equipment setup. By making elemental weaknesses too weak, you render all the options you made redundant because players will just stick to the non-elemental weapons as a safe bet.
All in all, while its fun to come up with all these cool equipment names, stats, bonuses, and categories (I've been there, done that myself in the past), it's probably much better to first come up with damage scale formula/models in order to be able to understand how these pieces will influence battle, and to what degree.
Hope this helps! =)
Part of the reason for the percentages over statics is that I could never find a good scale (as in, how much attack should a weapon give based on what level it should be found around). There was a guide somewhere that suggested 25% of ATK/DEF at that level. But, by level three, the first enemies do zero damage to the player if wearing the base heavy armor. Though, now that Yanfly has that armor scaling plugin, I may be able to fix that problem.
As for the elemental damage stuff, even physical damage is elemental, slash (sword), pierce (spear, bows, guns), and bash (martial, staves). Though each character will have skills that exploit weaknesses that they don't have access to with their weapon. As I said, the system is heavily influenced by Persona 3, which pulls off this elemental system nicely. But, then... also brutally. It's one of the things that makes Megami Tensei games so tough.
Another reason for the elemental system is to encourage physical attackers to use skills more strategically. An enemy is resistant to pierce, but weak to bash, and you have a spear? Better use Leg Sweep, with the added bonus of decreasing enemy AGI, and make the mage use Conjure Mace, dealing medium bash damage. The elemental system also gives a difference between the melee weapons.
In conclusion, I'll try to see if I can find a good scale for static bonuses, but I'm still kind of commited to my elemental system.
Thank you very much for taking the time to critique! I'm still in the planning stages, so it won't really hurt to change things around if I decide to do so. -
Might I also recommend separating the damage formula/model for player characters and enemies in addition to using armor scaling. I do it partly because I take into account Levels in my damage formula for PCs, and monsters by default don't have levels, but overall it just makes balancing much easier because you get to work with different scales that don't interfere with each other.Part of the reason for the percentages over statics is that I could never find a good scale (as in, how much attack should a weapon give based on what level it should be found around). There was a guide somewhere that suggested 25% of ATK/DEF at that level. But, by level three, the first enemies do zero damage to the player if wearing the base heavy armor. Though, now that Yanfly has that armor scaling plugin, I may be able to fix that problem.
Still lots of math, but I think its just front-loading the work though. After having a model setup, it becomes much easier to balance everything because the models will tell you what you should set the parameters at. -
I've actually settled on a more simple system with static buffs. However, weapon type should still be important, since I'll come up with type-exclusive skills.
However, when math makes you cry, let technology wipe those tears!

If I ever have another issue, I'll be sure to head back here. Thanks for the help! -
Two thoughts of mine so far:
- Chaining Elements
- Also using slash/blunt/pierce and fire/lightning/ice.
- Attacking an enemy will make them take more damage from the same element, normal damage to the following element, and less damage from the previous element. IE: A sword does extra damage after another sword attack but a piercing attack does less damage in a sword chain.
- Only problem here is that I will need stacking ailments so that the chain gets stronger.
- Creating a codex
- May sound like I'm making a request, but would Tsukihime's more menu choices be put to good use with this? I'm already using Gameus's quest system unless of course I can turn it into a journal of sorts where I would then have quests and a codex of entries altogether.
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Just started using RPGmaker 3 days ago and I've made a few little maps with some puzzles and was wondering if anyone could tell me on how to improve it? I haven't added in any enemies yet, excluding one that you do not have to fight but I will add enemies once I can find suitable sprites or try to create my own. It's nothing special, but I was just wondering if the puzzles are too easy/boring? Is the map layout boring/repetitive? I haven't added any story into the game yet as I haven't got around to it.
Not everything is finished in the few little maps I've made for example you can't create anything at the Alter of Creation yet. I will be changing the BGM and adding more SE once I get chance too. I know it's probably gonna need a lot changing but I just want people to tell me so that I can improve on later maps.
Here is a DB link to download the file: [Removed]
The file is just a tad over 100MB, not sure why it needs to be so large but I did try to clear out as much as possible before I compressed and uploaded it. Hopefully I haven't deleted an animation or something that I needed lol. Should take about 10-15 mins to complete or maybe 20-25 mins if you do the optional stuff. You'll know when it's finished cause an error message will show :D .
I wasn't sure where to post this so I've put it in general. If there is a better place for this I'd be happy if a mod could move it.
Edit: Could someone also tell me how to set up varying rewards? I want those vases to drop 20-100 gold instead of the same drop each time. -
The purpose of the General Discussion forum is to discuss/analyze general principles of game making which could apply to many games. It is not for giving detailed feedback on any specific game. I'm going to merge this into Features Feedback. As you are very new to the forum, I think you would find it helpful to read the pinned topics which you'll find in every forum setting out what that particular forum is about.
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Ah, as of right now I'm planning a comedy [ and parody, technically, as it's a fangame ] project, but I'm attempting to make it a decent as I can. All my plans thus far are a bit convoluted, but I hope they make sense.
I'm planning on incorporating a Support System akin to fire emblem awakening's. In order to do this, I'm planning a 'double-battle' turn-based system where you choose a party member to be your 'partner'. You can change your partner at any time, and each partner has a skillset that makes them vastly different depending on the players combat preferences - for example, one partner has many buff-based moves, while another has great offense. Any time you win a battle, you gain points with that partner, and, if you gain enough points, you can unlock a new conversation. Once you've unlocked all of their supports, you get an ability similar to ffiv's twincast (which is different depending on the partner). Does this sound do-able? I haven't attempted it yet, so I'm not sure how well it will balance out, but it is just an idea.
