Charas-Project
Game Creation => Requests => RPG Maker Programming => Topic started by: Woolie Wool on January 25, 2009, 03:32:12 AM
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Compared to, for instance, the Final Fantasy series, stats in RPG Maker 2003 seem to have fairly little effect on damage dealt. For instance, a certain attack or spell's damage doesn't seem to vary much between level 1 and level 99 (as compared to Final Fantasy, where the difference might be 100-fold). I've tried to get around this by having very large jumps between different levels of spells (for instance, Fire Jet has a power of 15, Flamethrower 400, and Inferno 1200) and making the most powerful weapons attack two or three times, but in this case, if one is somewhat overleveled and has access to a higher-level spell, one could completely destroy a normally difficult boss. Even with an influence of 10 from Attack or Intelligence, the stats don't have enough effect on the power of skills or weapons. Is there way to create a script that makes stats have a far greater effect on damage dealt? (This would include Defense as well as Attack or Intelligence).
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You would have to make an event on every battle page for every ability and spell in your game.
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Is Woolie Wool just a common nickname or do I know you from somewhere?
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This is one of the more annoying things about rm2k, especially the attack thing. There seems to be a limit to how powerful you can make people... If it bothers you a lot, you could make it much harder to level up and then make the level limit 20 or something. Then you coould really ramp up the stats with each level up and make the improvement more noticeable.
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Is Woolie Wool just a common nickname or do I know you from somewhere?
Your username also rings a bell, but I can't put my finger on it...
Small world.
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Your name reminds me of the Muppets
And I also can't help you with this.
I'd go with MT11 on this
His sounds pretty nice
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I agree. Either that or don't use levels and instead use some sort of stat upgrade system, or even something completely unique such as a system where stat upgrades are done through upgrading weapons and equipment only, or through some other strange process. Then you could control the stat jumps and make them more noticeable.
However, I'm not even sure if that would solve your problem. I think it's to do with the skills themselves. Maybe instead of using 3 skills, you could use 6, allowing for a more gradual increase in power. However, 6 of each spell would get a bit messy once the player reaches the end of the game and has all/almost all the spells in the game.
Blrahhgg.
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Well, that one's easily solved. Make the lower level skill get deleted when the next level is learned. It'll look like the skill leveled up FF7 style or whatever. That'd be neat.
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I suppose you could do that and have the spells named the same, or just use Fire 1, Fire 2, Fire3, etc. In fact, that's probably your best bet. To be honest, having the exact same spell throughout 99 levels of your RPG life is pretty boring. As long as it upgrades, it will feel like you accomplish something when you finally get Fire 3/Fira/Raging Inferno/[instert spell name here].