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mp system
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Tue Jun 17, 2008 8:06 am    Post subject: Reply with quote

Lets talk about what it would take to make this an actual built-in feature.

You can already choose which stat will be the target stat, the base damage stat, the base defense stat. What if you could also choose an optional additional consumable stat. This could augment the existing MP cost.

It would also be necessary to make it displayable when it lists how much a spell costs to cast.

It would also be necessary to be able to mark other stats as not being restored after battle, just like HP and MP.

Does that sound like a reasonable plan?
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Jun 17, 2008 8:10 am    Post subject: Reply with quote

Quote:
What if you could also choose an optional additional consumable stat. This could augment the existing MP cost.
*jots down...*

"Tuesday, June 17th, 2008... James Paige made a huge breakthrough as he finally gives the Counter stat a true purpose."
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Tue Jun 17, 2008 8:29 am    Post subject: Reply with quote

Newbie_Power wrote:
Quote:
What if you could also choose an optional additional consumable stat. This could augment the existing MP cost.
*jots down...*

"Tuesday, June 17th, 2008... James Paige made a huge breakthrough as he finally gives the Counter stat a true purpose."


I would, of course, still like to actually make "Counter" possible :)

But that is a different kettle of plips.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Tue Jun 17, 2008 8:56 am    Post subject: Reply with quote

Any chance of a flat damage modifier being implemented as a built-in feature, or is that pointless since chained attacks can do the same thing?
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TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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msw188




Joined: 02 Jul 2003
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PostPosted: Tue Jun 17, 2008 10:08 am    Post subject: Reply with quote

How many possible costs do we want an attack to be able to incur at once? If we allow every possible stat as a cost, then all that needs done in the editor is expanding the cost screen. But in game, displaying multiple costs could be very confusing.

Allowing stats to keep their values outside of battle sounds like a pretty sticky area. What happens on level-ups? And what about people who are using stat-altering scripts outside of battle currently? How will having a meaningful difference between "maximum stat" and "current stat" affect these things?

I don't see the flat damage modifier as a high priority kind of thing, since it is entirely doable with the system as of now, with absolutely no restrictions that I can think of (unless you count only having 32000 some attacks available). This new feature would be nice because, as of now, there is no way to enforce an additional cost-like check when choosing attacks in battle.
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Bob the Hamster
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PostPosted: Tue Jun 17, 2008 10:40 am    Post subject: Reply with quote

Newbie_Power wrote:
Any chance of a flat damage modifier being implemented as a built-in feature, or is that pointless since chained attacks can do the same thing?


*shrug* I don't see any reason why not.

All this stuff needs to wait until we can get another stable release out the door of course.

msw188 wrote:
How many possible costs do we want an attack to be able to incur at once? If we allow every possible stat as a cost, then all that needs done in the editor is expanding the cost screen. But in game, displaying multiple costs could be very confusing.


Currently it can cost MP, HP, gold, and up to three items. IIRC, only MP and Item cost ever gets displayed to the user, and even that is already potentially too long to fit in the information line on the spell menu.

I was just thinking of adding one more stat.

msw188 wrote:
Allowing stats to keep their values outside of battle sounds like a pretty sticky area. What happens on level-ups? And what about people who are using stat-altering scripts outside of battle currently? How will having a meaningful difference between "maximum stat" and "current stat" affect these things?


This would not affect any current games, because it would be an optional feature you could choose to turn on for each stat.

Right now, there are two stat behaviours. non-restored stats which includes only HP and MP, and restored stats, which is everything else. I was just proposing we could make a screen where you could change which group a stat belongs to-- so, for example, you could make Ctr into an alternate MP, or you could make MP restored to default after every battle, just like strength or defense are.

msw188 wrote:
I don't see the flat damage modifier as a high priority kind of thing, since it is entirely doable with the system as of now, with absolutely no restrictions that I can think of (unless you count only having 32000 some attacks available). This new feature would be nice because, as of now, there is no way to enforce an additional cost-like check when choosing attacks in battle.


Yeah, it is not high priority, just fun to talk about :)

I like it as a built in feature, since having to create and chain 4 attacks is a real pain compared to just having to type in one number.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Tue Jun 17, 2008 10:45 am    Post subject: Reply with quote

Quote:
All this stuff needs to wait until we can get another stable release out the door of course.

Quote:

Yeah, it is not high priority, just fun to talk about Happy

I like it as a built in feature, since having to create and chain 4 attacks is a real pain compared to just having to type in one number.
I can wait, since I know how to do it. It just seems like a feature that could benefit from being more obvious to others.

Sorry to derail the thread and act greedy (a bug was just fixed for me so I shouldn't really be asking for much). I'll never mention it again.

EDIT: Actually, not sure I'll use the Ctr stat or not.
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TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?


Last edited by Newbie_Power on Tue Jun 17, 2008 10:58 am; edited 1 time in total
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Smeargle




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PostPosted: Tue Jun 17, 2008 10:55 am    Post subject: Reply with quote

speaking of stable releases how soon is it until werewaffle is complete?
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Bob the Hamster
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PostPosted: Tue Jun 17, 2008 11:06 am    Post subject: Reply with quote

Smeargle wrote:
speaking of stable releases how soon is it until werewaffle is complete?


See '' . bug_title('604') . '' for a list of bugs that are blocking the release.
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Robot
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Joined: 20 Oct 2008
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PostPosted: Tue Oct 28, 2008 11:12 am    Post subject: Reply with quote

I like your idea, and the balance question is definitely an issue. I'd suggest trying this system out (just thought of it).

Numbers used for example, though I would keep the ratios of damage.

Mages get 3 MP

There are 3 levels of spells:

Level 1: 1 MP
Fire - 100 damage

Level 2: 2 MP
Fira - 175 dmg

Level 3: 3 MP
Firaga - 250 dmg

A Melee attack does 50 damage from your strongest fighter.

And after a battle you get everything back. Make sure mages only do 5 damage with a Melee attack. Thus, it will be most beneficial to cast 3 level 1 spells, but it takes longer, so it balances. Or you can just nuke with the level 3, but your character will be basically ineffective for the rest of the battle, so the player has choices to make.

Also, instead of gaining spells with levels, consider spellbooks that teach spells, so the player has to "earn" the right to nuke monsters.
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Tue Oct 28, 2008 11:22 am    Post subject: Reply with quote

Robot, you should play Darkmoor Dungeon, which does something similar to what you're describing (especially the Wizard character).
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
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PostPosted: Wed Nov 05, 2008 5:38 am    Post subject: Reply with quote

on a sidenote, HP cost is also a great modifier for gameplay.
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