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    Skill Damage

    It seems as though the skills I create for my characters cannot keep up with their base level damage. What would I do if I wanted a skill that always does say...a third more damage than a regular attack? To me it looks like I can only create a skill with a set amount of damage...and that skill becomes useless once the character's attack rating is at a higher level. Is there a skill function I don't know about?

    Please note that these are "skills" and not "spells".
    Believe nothing...except for the possibility of everything.

    -Miyka'el

    #2
    Re: Skill Damage

    I haven't found one yet, but I understand your frustration. I've been trying to figure out a way to make Skills do damage based on a percentage instead of a value, say 500% instead of 500 damage. So far, no luck.

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      #3
      Re: Skill Damage

      Originally posted by Miyka'el
      it looks like I can only create a skill with a set amount of damage...
      BINGO!!!

      You cannot use any variable skills. However, you CAN have the character learn a "lv 2/3/4/5" version of the same skill, and forget the old one.

      The technique works pretty well for characters who may become stronger within 5-10 levels. Also, you could have leveled skills gain some kind of special trait. There's some potential for flexible skills here.
      Last edited by Crimson Knight; 07-13-2006, 12:41 PM.
      Quote of the moment - "When you cut down a tree, don't stand near it."

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        #4
        Re: Skill Damage

        Yeah, that's how you'd have to do it. You may even have to use all, what was it, 20 skill slots?
        "Those who want peace must prepare for war."

        Wii#: 8540 8974 8755 6475

        The post above has a 70% chance for spam

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          #5
          Re: Skill Damage

          That's...most agrivating. The majority of the skills are given to the players through special circumstances and story events.

          It looks like NOW I'll have to create an NPC that will upgrade your skills for you based on your level. That way I'll be able to have the old skill unlearned, and have the new one learned in it's place. Is there any way for an NPC to recognize your character's level though?
          Believe nothing...except for the possibility of everything.

          -Miyka'el

          Comment


            #6
            Re: Skill Damage

            Nope. I would recommend instead have the upgrades based on the player's progress. Such as, say, you want the next upgrade being available at L13, then have the upgrade available after the player finishes the dungeon that they reach L13 in.
            "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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              #7
              Re: Skill Damage

              I found this extremely aggrivating. The main reason being the limitation on special skills. Why not give us a limit of 500 or 1,000 skills to use as we see fit? Why does it have to be limited to such a small number per character?

              Comment


                #8
                Re: Skill Damage

                Because this isn't RPGM2.
                .

                Comment


                  #9
                  Re: Skill Damage

                  I don't see why those limits are there, either. RPGM2's options offer a lot more customizability and amounts of stuff, yet RPGM3 somehow uses up memory faster than RPGM2.
                  "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                  Comment


                    #10
                    Re: Skill Damage

                    I've never used RPM2, but I've been told that it has only 2D sprites with the equivilant of PS1 graphics. If that's true, then that probably has a lot to do with it.

                    Kinda like how the Sims games on the PS2 have an item limit but the PC versions don't. Heavier graphics mean less content.
                    Believe nothing...except for the possibility of everything.

                    -Miyka'el

                    Comment


                      #11
                      Re: Skill Damage

                      I was thinking about something like you meantioned, Draygone...under the assumption that the NPC's would probably have no idea what level you are. I guess what I'll do is have an NPC in each town that would upgrade your skills. You would unlearn the old one, and learn the new one. And since you'd have to be a certain level to get to that town in the first place, it will fit...roughly. Now the only problem is, even though the skills are "unlearned", I would imagine that it's impossible to actually delete them. Which means that they will still take up space in the class ability list...which means the number of new skills AND upgraded versions will be serverely limited. Is there maybe some sort of file trick I can do that's similar to the file linking when you're at 100% usage rate?

                      *runs out to the store and grumbles while dishing out the cash for 5 more memory cards...*

                      Actually, I just had another thought while writing this. Is it possible to have a "class change"? I could make an advanced class that was basically an upgraded version of the old one...and bingo...20 more skill slots. Is there any way to have your character change classes while playing? Say...a magician being promoted to a wizard, or a knight being promoted to a paladin.
                      Believe nothing...except for the possibility of everything.

                      -Miyka'el

                      Comment


                        #12
                        Re: Skill Damage

                        But the RPGM games don't even store graphics on the memory card (save for RPGM1's custom graphics, but they're stored separately); they just store how the graphics are used. Frankly I can understand how Field Maps in RPGM3 could take up more memory, since it appears to save the texture and height of every single space on the map whereas RPGM2 just memorizes the pointers you place. But stuff like the 100-whatever limits just plain don't make sense. Monsters for example. Only 100 in RPGM3, up to 1000 in RPGM2. RPGM3, the monsters are restricted to a set of 1-3 pre-built color schemes based on their size, RPGM2 each monster has up to 16 colors you have full control over, making for near limitless color schemes, and the ability to set their sizes (ranging from impossible-to see small to bigger-than-a-house large) as well as animations (from a basic list of a wait animation and two attacking animations) and movesets/attack patterns.

                        Oh, RPGM1 is the 2D version. RPGM2's graphics are a somewhat cartoony 3D, with characters outside of battle looking very Lego-ish. But like I said, that doesn't have anything to do with memory consumption on the memory card.
                        Last edited by ErikaFuzzbottom; 07-13-2006, 06:31 PM.
                        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                        Comment


                          #13
                          Re: Skill Damage

                          I don't think so...I think in RPGM 2, you can have different mastery levels of your job class, but I'm not sure even in 2 if it's possible to completely change classes.

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                            #14
                            Re: Skill Damage

                            In 2, it's entirely possible to completely change your class (not to mention the classes aren't restricted to certain people unless you want them to be), but that's not an option at all in RPGM3.
                            "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

                            Comment


                              #15
                              Re: Skill Damage

                              Okay I have an idea! I think that having a class change IS possible.

                              What if I just make a copy of the same character model, give it the same name as the main character, make that model the "advanced class".

                              THEN you can go to an NPC or an event that will switch out the old character and replace it with the new one as your active party leader! The new model would have all the upgraded versions of your old one's skills, but all the old skills wouldn't be present in the class's skill tree...thus a whole new set of skill slots!

                              In the same event, you can have the items from your old character transfered to your new one. And since it's a whole new class, you don't have to worry about transferring exp...you'll just have to plan out a new growth chart for that class.

                              Crisis solved maybe?
                              Believe nothing...except for the possibility of everything.

                              -Miyka'el

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