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Buffs/DeBuffs and a Luck Stat

 
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Abelhawk
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Joined: 22 Jan 2008
Posts: 50

PostPosted: Sat Sep 07, 2013 9:57 am    Post subject: Buffs/DeBuffs and a Luck Stat Reply with quote

First of all, let me say I love the OHRRPGCE Engine and have been using it since I found it in 8th grade, over 10 years ago. I have two suggestions, and I hope this is the right thread to post them on.

#1: Buffs and DeBuffs
I find it really hard to know if someone is poisoned, stunned, muted, or
regenerating... especially the enemies. I think it'd be nice if (1) there could
be one or two extra hero animation frames to show stunned and poisoned states, (2) poisoned, muted, etc. states could trigger a hero frame to stick on (for example, the WEAK animation), or (3) make a "buff" and "debuff" art that could loop on the hero or creature to show what status effect they have. Examples are "asleep," which could show a word bubble with a Z in it, or "poisoned" could show green bubbles, or even "burning" could show little flames. I would even be satisfied if there was just a tiny box in the corner of the creature or hero's frame that showed an icon flagging the specific status effect (a la WarCraft 2 Ha ha ha!). This is one thing I find lacking in the game. I'm currently working on an RPG that makes extensive use of various status effects, and it'd be nice to be able to distinguish them in battle (for example, one attack does extra damage if they're poisoned).
This could even be useful for non-status effects such as stat bonuses (+ def, +eva, etc.) and if buffs had their own system, there could be timed lengths for the effect (i.e., "Defend"-- increases DEF stat for 5 rounds, or 2 minutes, etc.)

#2: Luck stat

I'm not sure if there's any way to do this, but if there isn't, it could be a pretty worthy suggestion.
Since the Counter skill is useless, I want to rename it 'Luck' and use it as a percentage value for Chaining attacks. It would be useful for critical strikes, in that not only would your strength increase as you leveled, but so would your chance to critical strike. ANY attack that had a chance to proc, such as a poisoning, stunning, or even transmogrifying attack, would benefit if there was a stat to calculate the odds of it triggering. It would make items that had a luck bonus be worth something too. If your Luck was 10, you'd have a 10% chance of having your attacks do special chains; or you could say Luck + 20 or whatever.

What do you think of these suggestions?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Sep 07, 2013 1:18 pm    Post subject: Reply with quote

I have a plan similar to parts of your buff and debuf suggestion here: http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_stat_buffs

The part about adding extra animation frames is difficult, but it is something we are working on as a long-term goal. http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_raising_sprite_frame_limits

I do really like the idea of showing an animating "debuf" sprite over heroes and enemies affected by the debuf.

As for the Luck suggestion, I do like the idea of making it possible to use a stat as a random percentage for chain success. Thank you for the suggestion! I will try to remember that.
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Abelhawk
Professional Procrastinator




Joined: 22 Jan 2008
Posts: 50

PostPosted: Mon Sep 09, 2013 7:28 pm    Post subject: Reply with quote

No problem! And thanks for your prompt response. I really admire the OHRRPGCE for its professionalism and have loved "growing up" with it. Maybe someday I'll actually finish an RPG. Ha ha ha!
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