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Post by ObviousDelirium on Dec 19, 2002 19:34:39 GMT -5
You say FFIX the worst,try FF2 on Nes,it doesn't have an atb battle system but I had about 1209 Hp at the final boss cause stats grow at random after battle(it took me 14 battles to raise in stats,I was happy to see Vit up and Hp up,but when I watched my stats it only raised by 1).
Let me make it simplier for your pp system:make a switch at the start of the battle and put it on,in common event,make a parallele process activated by the switch,add a variable for each characters and for each stat,choose change variable,make it random 1 to 10 and also try not to add pp when the character has 0 hp,then make a fork condition with the variable,if:Str pp Ryu(the name of my main hero):100:same,change ability:Ryu:str up by 6,change variable:Str pp Ryu:set:0,then do that for every stats and characters and turn the switch off.I use this for my game,sure sometimes it might cause some unbalancement in the stats sometimes but not too much.
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Post by PhotonWeapon on Dec 19, 2002 20:34:09 GMT -5
You say FFIX the worst,try FF2 on Nes,it doesn't have an atb battle system but I had about 1209 Hp at the final boss cause stats grow at random after battle(it took me 14 battles to raise in stats,I was happy to see Vit up and Hp up,but when I watched my stats it only raised by 1). Well, I've never beaten FF2j except cheating by downloading some save states on a site (just to see the boss and ending), but I don't remember what stats the characters had before fighting the boss. I do remember having quite a tough time, though. Let me make it simplier for your pp system:make a switch at the start of the battle and put it on,in common event,make a parallele process activated by the switch,add a variable for each characters and for each stat,choose change variable,make it random 1 to 10 and also try not to add pp when the character has 0 hp,then make a fork condition with the variable,if:Str pp Ryu(the name of my main hero):100:same,change ability:Ryu:str up by 6,change variable:Str pp Ryu:set:0,then do that for every stats and characters and turn the switch off.I use this for my game,sure sometimes it might cause some unbalancement in the stats sometimes but not too much. I like your simplification of the Pp system. Thanks -- I think I'll save this page so I"ll remember. But I'm still debating in my head whether to do Pp or action-determined (lose 50% HP and MP to raise Max HP and MP respectively, lose 25% HP and MP to raise defense and magic respectively, win battles to raise attack and speed, escape battles to raise speed). Heh. I think I'll test both of them out later and see which ends up better. And there's ways you can solve the unbalance thing. You can have fork conditions where if a character's stat is at its limit (the stats don't *have* to be all the way up to 999, y'know), don't raise it anymore. You can set different stat limits depending on the character, so that everyone will have their strengths and weaknesses. You can also change the monster party to stronger enemies if the main character's stats are at a certain average (simply average out Attack, Defense, Magic, and Speed; HP and MP is optional, though - I just recommend averaging the four main stats more). Kinda like the Saga series on the SNES and PSOne (though I think they did that via Victories instead of stats) - just don't make them ridiculously difficult, an annoying sin of Saga.
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Post by ObviousDelirium on Dec 20, 2002 1:05:55 GMT -5
Yeah,I should put limits in stats,for the random 1 to 10,the variable must be set to + though I think you already knew,in the fork,you must change from same to above,as it could get higher then 100(variable).
To tell the truth,in FF2j,I had to cheat to beat the bosses cause they were too much powerfull for me,so now I started over and I will train more then ever.
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Post by PhotonWeapon on Dec 22, 2002 0:24:09 GMT -5
I decided to drop off the action-determined power-up thing, and tested out your system, FlameKnight. It works pretty decent, though since the Random addition is always 1 to 10, each character powered-up almost all of their stats in practically the same time. Though it might be because I added a "Power-up Bonus" variable after the fight, where I add the bonus to the stat's pp variables to speed up the process (otherwise you'll have to fight 10 or more battles to raise stats each time). Of course, I *did* change how much the stat is increased depending on the character (with the exception of MP, which is always +1 since the MP limit for my game is 99).
Perhaps I should change the Random numbers depending on the character as well, so they won't all raise their stats at practically the same time all the time. It can get a bit annoying when you're showing "Hero's Stat up!" via show messages...
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Post by ObviousDelirium on Dec 23, 2002 0:27:01 GMT -5
It's true it can get annoying and it's also true that it get boring when fighting more then 10 times just to raise in one stat,so I changed it to random 5 to 20,but even by doing this,it can be long before raising in stats.
For my mp,I have 5 levels,one is 20,lv1 magics cost 10 mp,level 2 is 40,lv2 magics cost 20 mp,3 is 60,lv3 magics cost 30 mp...kind of make me remember LoD,so,for each levels of mp,you add 20mp(up to 100 at level 5)and the new spells for each levels cost half of your mp(it's just an example for mp,though spells must really be strong to cost that much mp,don't use this system if you don't want to).
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Post by PhotonWeapon on Dec 23, 2002 13:43:16 GMT -5
It's true it can get annoying and it's also true that it get boring when fighting more then 10 times just to raise in one stat,so I changed it to random 5 to 20,but even by doing this,it can be long before raising in stats. I should probably make the random addition higher as well (except for MP). For my mp,I have 5 levels,one is 20,lv1 magics cost 10 mp,level 2 is 40,lv2 magics cost 20 mp,3 is 60,lv3 magics cost 30 mp...kind of make me remember LoD,so,for each levels of mp,you add 20mp(up to 100 at level 5)and the new spells for each levels cost half of your mp(it's just an example for mp,though spells must really be strong to cost that much mp,don't use this system if you don't want to). I won't.
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Post by ObviousDelirium on Dec 23, 2002 21:56:21 GMT -5
Hope you won't,my mp system gave me some trouble when I made it and it truly look too much like Legend of Dragoon(without the addition stuff).Anyway,hope your game will turn out good,wish you good luck in it's making.
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Post by PhotonWeapon on Dec 24, 2002 11:20:25 GMT -5
Thanks. You and Celticshiva really helped me out.
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celticshiva
RPG Townie
"Cross me once, shame on you. Cross me twice, shame on me." --Mr. Scott
Posts: 296
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Post by celticshiva on Dec 28, 2002 12:53:41 GMT -5
No problem!
You already figured this out before I saw FlameKnight's posts but I would suggest changing the random number for each character. Kinda like a Fighter would have 1d12 for strength, and only 1d4 for intelligence (unless he's a tactician type).
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