I made a tech demo for an emotion system that not only effected skills, but also effected stats, where even the things happening in the battle can change your emotion in real time.
This is a great video. It's given me an idea. Universal Damage multiplier. On harder difficulties, everyone does more damage (Players and enemies) so that fights end quicker and are more brutal. It's a way to avoid the bullet sponge problem. My idea for it is that every attack has an addition at the end called (v[difficulty mod]x50). Easy mode = 0 Medium mode = 1 (+50 damage) Hard mode = 2 (+100 damage)
instructions on how to make the game unplayable and frustrating for people who choose the tank or healer class at the start (milion of hits because you don't choose DPS playstyle). An example of a game that entertains the author and not necessarily the players
I use variables for decreasing damage. Damage Formula: v[0] = v[0] || 1; damage = 100 * v[0]; v[0] *= 0.8; damage; Finally, reset the variable #0 in the skillâs common event.
Been thinking about damages that increasing in value based on the ailments the target suffered like the more bleeding status the target has the stronger the skill affects the target
FFXII had some really great examples. One did damage based on the number of steps you had taken, one always did 1.5x the multiplier of your weapon, one always crits against flying enemies, one did a flat 1000 (1000 Needles), others worked only if the target's level was a multiple of 5, 7, 9, or was Prime
thanks, even with my hands on the scriptcall list outside of logging each one individually its a pain to learn what they do and how to use em XD (but am doing that) your vids help save me a few minutes of fighting with a few seconds of watching lol
I have a system from the old Might and Magic games and D&D games: body-mind-spirit. An orc is an example of a monster with a strong body and weak intellect (e.g. it will break free from physical immobilization techniques and will be susceptible to mind control). Paladin is a person with a strong (fighting) spirit. He will be more resistant to the orc's intimidating shout (debuff) and will have buff skills himself (inspiration for others). An ordinary knight does not have such a strong spirit. Examples of characters casting spells on a spirit are, for example, the seduction of a succubus, the song of a siren, a necromancer's spell directly hurting the soul
I have growing interest in using RPG Maker. As a programmer and a gamer, I have a bunch of ideas but unsure if RPG Maker can do it before I buy one. This short serves as proof of concept for me with regards to custom skills. Quite helpful. Thanks
If you can program in javascript you can basically write in whatever functionality you want if you use MV or MZ in the form of a plugin. Older RPG Maker's you would need to know Ruby Script.
@@Whosaneca I heard RPG maker uses Ruby so I thought I had to learn a new language. I'm pretty comfy with JS so that's a plus for me. What is this about plugins though? Are plugins RPG Maker's idea of a custom module script? Is MZ a good enough tool? There won't be any new versions coming in the near future right?
Been thinking about how to make a game and now I realize that all the tools are already made and I should spend less time thinking and more time just making prototypes
I wonder if you could somehow rig a system like Oeilvert in FF9, where in the area weaker weapons are strongest. Also, that game had a skill that increased damage based on how many frogs a character had caught (and eaten).
Doing extra damage based on the frog count is definitely possible and would be fairly easy with a damage formula adjustment. The Oeilvert mechanic is interesting though, I'd love to try to tackle that. My initial thought is to have the enemies in the area weak to a certain weapon trait that those weapons have that doesn't really do anything in the rest of the game and the enemies in the area are resistant to everything else.
Can confirm functionality is the same. If your just getting into RPG Maker MZ and MV are similar, MZ just has more tools, but comparatively has less plugins since it has not been around as long, so less things you could get/buy to add more functionality. I still believe MZ to be superior at this point because of certain features it has, even though my current project of the last couple years is in MV.
I made a tech demo for an emotion system that not only effected skills, but also effected stats, where even the things happening in the battle can change your emotion in real time.
This is a great video. It's given me an idea. Universal Damage multiplier. On harder difficulties, everyone does more damage (Players and enemies) so that fights end quicker and are more brutal. It's a way to avoid the bullet sponge problem.
My idea for it is that every attack has an addition at the end called (v[difficulty mod]x50).
Easy mode = 0
Medium mode = 1 (+50 damage)
Hard mode = 2 (+100 damage)
instructions on how to make the game unplayable and frustrating for people who choose the tank or healer class at the start (milion of hits because you don't choose DPS playstyle). An example of a game that entertains the author and not necessarily the players
@@marcdzik over for you
â@@marcdzikDid you know? Did you know that people TEST games? lmfao
Jesus loves you. He is your savior. Repent for the kingdom of God is at hand!è¶ç©æäœ ïŒè«çžäżĄèĄȘă怩ćèżäșïŒäœ ćæç¶ææčă
I use variables for decreasing damage.
Damage Formula:
v[0] = v[0] || 1; damage = 100 * v[0]; v[0] *= 0.8; damage;
Finally, reset the variable #0 in the skillâs common event.
Been thinking about damages that increasing in value based on the ailments the target suffered like the more bleeding status the target has the stronger the skill affects the target
I had some of those in my game and another separate skill that instakills
FFXII had some really great examples. One did damage based on the number of steps you had taken, one always did 1.5x the multiplier of your weapon, one always crits against flying enemies, one did a flat 1000 (1000 Needles), others worked only if the target's level was a multiple of 5, 7, 9, or was Prime
I gotta play FFXII again soon đ„ș
thanks, even with my hands on the scriptcall list outside of logging each one individually its a pain to learn what they do and how to use em XD (but am doing that) your vids help save me a few minutes of fighting with a few seconds of watching lol
Really glad I could help! Time is a precious resource, especially if you're a solo dev lol happy I could save you some đ
I want a script, just like a Kamikazee kind of attack from Dragon Quest like your lose HP while your attack
I have a system from the old Might and Magic games and D&D games: body-mind-spirit. An orc is an example of a monster with a strong body and weak intellect (e.g. it will break free from physical immobilization techniques and will be susceptible to mind control). Paladin is a person with a strong (fighting) spirit. He will be more resistant to the orc's intimidating shout (debuff) and will have buff skills himself (inspiration for others). An ordinary knight does not have such a strong spirit. Examples of characters casting spells on a spirit are, for example, the seduction of a succubus, the song of a siren, a necromancer's spell directly hurting the soul
I have growing interest in using RPG Maker. As a programmer and a gamer, I have a bunch of ideas but unsure if RPG Maker can do it before I buy one.
This short serves as proof of concept for me with regards to custom skills. Quite helpful. Thanks
If you can program in javascript you can basically write in whatever functionality you want if you use MV or MZ in the form of a plugin. Older RPG Maker's you would need to know Ruby Script.
@@Whosaneca I heard RPG maker uses Ruby so I thought I had to learn a new language. I'm pretty comfy with JS so that's a plus for me.
What is this about plugins though? Are plugins RPG Maker's idea of a custom module script?
Is MZ a good enough tool? There won't be any new versions coming in the near future right?
One of my prototypes has an alignment system, so I could probably have some values and/or effects change based on that if I keep it.
Late to the party, but very informative video, many thanks !
Creative thinking is i think one of the most fun aspect of Rpgmaker. :)
Been thinking about how to make a game and now I realize that all the tools are already made and I should spend less time thinking and more time just making prototypes
Damn I felt this
I wonder if you could somehow rig a system like Oeilvert in FF9, where in the area weaker weapons are strongest.
Also, that game had a skill that increased damage based on how many frogs a character had caught (and eaten).
Doing extra damage based on the frog count is definitely possible and would be fairly easy with a damage formula adjustment.
The Oeilvert mechanic is interesting though, I'd love to try to tackle that. My initial thought is to have the enemies in the area weak to a certain weapon trait that those weapons have that doesn't really do anything in the rest of the game and the enemies in the area are resistant to everything else.
@@runthemc I misremebered its Ipsen's Castle that has that mechanic.
Good idea about using an element.
How does it work though?
For example do I do : 10 + v[variableID]
Just asking since this would be a good mastery system for my game
Need one where it leaves every target with 1 hp
Use a skill that uses a common eveant
Damage = b.hp-1 with 0% variance.
Could you send the formula for that example skill? Thanks in advance!
I believe it's in another video.
Is this usable on MV too?
The differences between MV and MZ are hard to remember sometimes but I do believe that functionality is the same so yes!
Can confirm functionality is the same. If your just getting into RPG Maker MZ and MV are similar, MZ just has more tools, but comparatively has less plugins since it has not been around as long, so less things you could get/buy to add more functionality. I still believe MZ to be superior at this point because of certain features it has, even though my current project of the last couple years is in MV.
What rpg maker version is this?
MZ
0:00
Lol
I have a very op skill that gets stronger as you keep using it (+100 damage each time)
eat enemies
RPG MAKER?!?!??!
"Make your skills more interesting and dynamic with this tip."
Tip: Use your imagination.
Wow I didnât know that you can use damage formulas for your skills đź Ps Iâm sarcastic
is this in mv?
This is MZ but it should still work in MV!
do you have discord?
discord.com/invite/pqyfuqgQj7