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    Questions about certain things....

    I am trying to make it possible to do a low-level challenge on my RM3 creation, and I want to know some things.

    1. Is there such a thing as making items that you can equip, but if you don't then they have an effect when you use them as items, like these gauntlets that were from the first Final Fantasy game (forgot what they were called, I think they were Storm Gauntlets or something).

    2. Is there such a thing as an auto-revive mechanic that is reusable in this game? (like the Auto-Life spell from various final fantasy series)

    3. Is it really true that immune to physical attacks and immune to magic last the entire battle in the games you make? I was trying to have some sort of 'paling' effect where it wears off after a while (for those of you who have played Final Fantasy XII)

    4. Is there any way to make armor that absorbs one kind of element? Are there even elements in this engine?

    Thank you so much for your time in answering this.

    #2
    Re: Need some Enhancing mechanic help.

    Originally posted by thebrinkmaster View Post
    I am trying to make it possible to do a low-level challenge on my RM3 creation, and I want to know some things.

    1. Is there such a thing as making items that you can equip, but if you don't then they have an effect when you use them as items, like these gauntlets that were from the first Final Fantasy game (forgot what they were called, I think they were Storm Gauntlets or something).

    2. Is there such a thing as an auto-revive mechanic that is reusable in this game? (like the Auto-Life spell from various final fantasy series)

    3. Is it really true that immune to physical attacks and immune to magic last the entire battle in the games you make? I was trying to have some sort of 'paling' effect where it wears off after a while (for those of you who have played Final Fantasy XII)

    4. Is there any way to make armor that absorbs one kind of element? Are there even elements in this engine?

    Thank you so much for your time in answering this.
    I'm still new to the tool, but I'll help answer what I can.

    As for #4, you can kind of engineer your own elements, with patience and cunning. The game includes a high number of "Creature Types" with a series of strengths and weaknesses to each. By picking four creature types and assigning them your own elemental properties (as in, Plant creatures will be the "earth" element, and so forth) you can have an elemental system. The only problem is that the creature types cannot be renamed, so all of your "Air" type weapons will be "Strong Vs Plant."

    As for #2, the only way I'm sure how to do this is through the "Revive" property in the Character's class screen. I may have read that items can be configured to be used upon death, but I have no way of confirming that at this time.

    As for #1, I'm almost positive this cannot be done, as items with a use cannot be equipped, and items to be equipped cannot be assigned properties other than armor/weapon stats.

    As for #3, I don't have any answers for that. I have yet to use any magic that may or may not be able to assign those properties in the game. I know that they can be set to class properties, that last the character's lifetime, but have never tried to create them as spell effects.
    One hoopy frood who always has his towel.

    Comment


      #3
      Re: Need some Enhancing mechanic help.

      1. No. I wanted to do that, too, though I was thinking along the lines of several weapons that cast magic spells in Shining Force. Same idea, though. I, too, was disappointed. Oh well.

      2. You can make a magic spell with the Revive function, or an item. Items can be configured to be used under a variety of circumstances. For example, when the character who has the item is defeated. You can also have multi-use items (like, say, an item that can be used 10 times), or items with unlimited use.

      3. I'm not sure. I haven't played around with immunities yet.

      4. You can do an elemental system in the fashion that the good Reverend Wolf mentioned. Just use the species type to represent an element, then assign it "Strong Vs" and "Weak Vs" attributes.

      For "Raiders Of Lekunder", I used...

      Plant = Water character
      Beast = Fire character
      Insect = Wind character
      Golem = Earth character

      For PCs, I used...

      Human = Earth character
      Elf = Water character
      Dwarf = Fire character
      Animal = Wind character

      To identify a monster's element during a battle, I invented a "Quick Identify" feature. Just add the dude's element to his name. "Goblin - Water". "Orc - Fire".

      And yes, you can also give spells, skills, weapons, and armor a "Strong Vs" quality.

      Comment


        #4
        Re: Need some Enhancing mechanic help.

        Thank you guys so much. Is it possible though to have the armor absorb the element? (meaning instead of doing damage, it would heal you if you had the armor on instead)

        Comment


          #5
          Re: Need some Enhancing mechanic help.

          Hmmm... i think the closest you're going to get to that effect is a weakened spell effect. the way the spells/skills are set up, anything that does damage will only do damage, and maybe an added effect like poison. anything that has a chance to heal is only going to be applicable to allies.

          so much for casting "life2" on those zombies for one-hit-KO's...
          One hoopy frood who always has his towel.

          Comment


            #6
            Re: Need some Enhancing mechanic help.

            Yeah, the quick answer is "No, not even close" to all 4 of your original questions, but as was said, you can somewhat dance around a little bit to make it "seem" like maybe you could do some of those things.

            Sadly, abilities last the whole battle (with a slight exception) and do not "fade" or "paling" in any way.

            THE EXCEPTION: If something in battle is SLOW, then dies, and then is revived, it is no longer slow.

            There is also no way to "absorb" damage, however, you can leech HP/MP from damage dealt, or "auto heal" but its not really the same thing...
            A God from the Machine - Menander

            Comment


              #7
              Re: Need some Enhancing mechanic help.

              All status effects wear off over time, except maybe poison, which if it does takes a very long time.

              Originally posted by Crythania View Post
              For "Raiders Of Lekunder", I used...

              Plant = Water character
              Beast = Fire character
              Insect = Wind character
              Golem = Earth character

              For PCs, I used...

              Human = Earth character
              Elf = Water character
              Dwarf = Fire character
              Animal = Wind character
              You can use the first four elements in Characters... otherwise, what is effective against Water monsters won't be effective against Water people.

              Comment


                #8
                Re: Need some Enhancing mechanic help.

                Originally posted by Dusk Raven View Post
                You can use the first four elements in Characters... otherwise, what is effective against Water monsters won't be effective against Water people.
                I guess I'd better explain myself.

                Okay, Wind is effective against Water. This works both ways. Wind monster effective against Water hero. Wind hero effective against Water monster.

                How does it work both ways? Simple.

                For monsters, Water = Plant
                For heroes, Water = Elf (And the character is an elf. Boo ya!)
                For monsters, Wind = Insect
                For heroes, Wind = Animal

                In the "Water" hero class, I used...

                Defense - Strong vs Beasts
                Weakness - Weak vs Insects

                For every Water monster...

                Defense - Strong vs Dwarves
                Weakness - Weak vs Animals

                Wind is greater than Water.

                There is a party of four hero-type characters you can spar with (in-game tutorial that tells us and shows us how it all works). For them, I did as you suggest. Since "Water hero" is weak vs insects, the "Wind sparring partner" is an insect.

                The only class names we see while playing the game are those of our four heroes. Earth person is a human. Water is an elf. Fire is a dwarf. Wind is an animal (he's a human thief, but he's labeled "animal" on his status page. Oh well.)

                Comment


                  #9
                  Re: Need some Enhancing mechanic help.

                  Originally posted by Dusk Raven View Post
                  All status effects wear off over time, except maybe poison, which if it does takes a very long time.

                  Really?! I tried testing that and after ten rounds (while slow) I figured that they were permenant (except by curing the ailment or casting a counter, like haste or fast) so that there is news to me!
                  A God from the Machine - Menander

                  Comment


                    #10
                    Re: Need some Enhancing mechanic help.

                    Originally posted by MagusMartovich View Post
                    Really?! I tried testing that and after ten rounds (while slow) I figured that they were permenant (except by curing the ailment or casting a counter, like haste or fast) so that there is news to me!
                    "Fast" wears off after a while. So do "Phys Att Up" and other enhancers. I don't know if it's because I use low numbers or if it just works that way by default. I use very low numbers. A "Phys Att Up" spell increases it by 5, for example. In my gaming environment, that's a significant increase (most damage has a multiplier attached, which makes the increase more than 5).

                    I've seen all of the enhancers wear off after a while. I didn't use the muddling conditions like Slow because I didn't want the battles to degenerate into a mess of counterattacks. You know, someone casts Slow on one of your guys, then you gotta cast Fast or Dispel to counter that. Then someone hits a guy with another muddling condition, and so on. And the opposition's AI would have to do the same thing. It would have to be able to dispel or counter any muddling conditions you cast on them. It would be a mess. I wanted to focus on the strategy of battling, and all those conditions would just weigh it down.

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