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Best way to handle random loot in chests
So I am making a dungeon crawler and as such random loot will play a big part. I was trying to set up a test but I can;t quiet think of how I will go about this.
My initial thought is to set up a common event with a list of items (probably have a few of these common events with different lists to better optimize what loot would be found at that particular part of the dungeon) but then I realize I would have to create an item for every possible enchantment or bonus I will be using.
Here is an example of the set up I am using
Enchantments
Elemental damage
Stat boost
HP regen
Bonus damage
ect
Curses
Life drain
Stat drain
Monster Bait
ect
Weapons (with Iron, Mythil, Adamantite, Dragon forged versions)
short sword
Long sword
Axe
Bow
Spear
Staff
Mace
Just from my example enchantments and curses there are a fair ammount of items I would have to create and there is still my armour and accessory list.
My initial thought is to set up a common event with a list of items (probably have a few of these common events with different lists to better optimize what loot would be found at that particular part of the dungeon) but then I realize I would have to create an item for every possible enchantment or bonus I will be using.
Here is an example of the set up I am using
Enchantments
Elemental damage
Stat boost
HP regen
Bonus damage
ect
Curses
Life drain
Stat drain
Monster Bait
ect
Weapons (with Iron, Mythil, Adamantite, Dragon forged versions)
short sword
Long sword
Axe
Bow
Spear
Staff
Mace
Just from my example enchantments and curses there are a fair ammount of items I would have to create and there is still my armour and accessory list.
RPGMXP Question regarding stats
I have been trying to figure out how exactly the default stats work but I have decided it would be better if I used my own formula. is it possible to do so? a run down of what I hope to achieve
Main stats
STR
MAG
END (affects carry weight and stamina)
AGI
Gear stats
DR (Damage rating)
AR (armour rating)
RES (Resistence to Magic)
The damage formula I have in mind is
Damage + STR/MAG - AR/RES = True damage
I am trying to focus the character progression on gear instead of Player stats.
Main stats
STR
MAG
END (affects carry weight and stamina)
AGI
Gear stats
DR (Damage rating)
AR (armour rating)
RES (Resistence to Magic)
The damage formula I have in mind is
Damage + STR/MAG - AR/RES = True damage
I am trying to focus the character progression on gear instead of Player stats.
[RPGMXP] Looking for a system
A couple of months ago when I was planing out a game I was looking for an ABS, I was going for a zelda style one and only gave a few non zelda-esque ones a quick look over. Now I have decided that one of the ABS I toyed around with may be a better style for my game.
It was a system that mimicked FF12 but now when I search for it I can't seem to find it, instead I find links to an FF12 style licence board menu. Does anyone happen to know what one I mean?
It was a system that mimicked FF12 but now when I search for it I can't seem to find it, instead I find links to an FF12 style licence board menu. Does anyone happen to know what one I mean?
I have hit a snag in my game (RPGMXP)
I want to make a Skyrim style skill system
In my game on RPG Maker XP I am going to have a system where there will be 3 main Archtypes with their unique classes and skill sets and a general skill set for all. This would basically be
Magic- - Warrior- - Rouge-
- Mage- - Knight- - Assassin-
-- skill 1 -- --
-- Skill 2 -- --
-- Skill 3 -- --
- Sorcerer- - Berserker- - Thief-
-- -- --
-- -- --
-- -- --
- General
-- one handed
-- Two handed
-- Unarmed
-- Shield
-- bow
-- Polearm
Then as players use weapons or abilities they get exp in the matching skill
then at certain levels in each skill they unlock perks
Example. having say 15 lvls in two handed will unlock the whirwind spin special attack
having 20 points in polearm and 15 in shield lets you use defense poke (setting your character to defense mode then doing an attack.)
What is the best method for setting something like this up?
Magic- - Warrior- - Rouge-
- Mage- - Knight- - Assassin-
-- skill 1 -- --
-- Skill 2 -- --
-- Skill 3 -- --
- Sorcerer- - Berserker- - Thief-
-- -- --
-- -- --
-- -- --
- General
-- one handed
-- Two handed
-- Unarmed
-- Shield
-- bow
-- Polearm
Then as players use weapons or abilities they get exp in the matching skill
then at certain levels in each skill they unlock perks
Example. having say 15 lvls in two handed will unlock the whirwind spin special attack
having 20 points in polearm and 15 in shield lets you use defense poke (setting your character to defense mode then doing an attack.)
What is the best method for setting something like this up?
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