Post by omnitorment on Nov 18, 2014 6:07:44 GMT -5
So, been trying to work out items that can either place someone in a specific class, or forcibly rank them up, using the modifiers for those stats in the script menu.
My problem is, I can only seem to get the change class option to work, where as trying to jump someone up to say rank 8 from rank 1. The point of that being, in the game I've been learning/experimenting with, I have classes set up like so.. There are 10 basic classes, each of which can upgrade to 2 intermediate classes. There are also a few intermediate classes like Ninja/Sage which instead of rank 8 in 1, need like rank 4 in 2 or 3. Now, all of those have two more upgrades possible, to advanced classes. Ended up with about 86 classes.
Now, because of how I wanted my stat growth to work, everyone starts with very low stats, and gets 2 hp/mp, 1 of each other stat per level. Each class has quite an influence on stat growth, i.e warrior gets 2.5 str per level, .5 agi, and 4.2 hp per level, while thieves get like 1.6 str, 2.5 agi, 3.3 hp. Along with this and the significance of the tiers, the jump between tiers gives large overall stat boosts as a result. I then decided it'd fit my needs to make it that you could only advance a tier if you've beaten a certain "wall" or key boss, that way you can't really just grind a class more so you can steamroll stuff. Which poses another question, I wonder if I can set level limits in the level up script, that checks for flags, so say you have to use item a to turn on flag a to level past 20, item b to get past 40, etc. Kind of like Etrian Odyssey 4 where the optional bosses increase the level cap...
But anyways, I ended up making three filler classes with average stats, one for each tier, that need 9999999 exp/999 battles per rank, that way you'd be forced to use a key item to get the next tier. (I made rank 1 in the 2nd tier a requirement for all tier 2 classes, 3rd tier filler a requirement for tier 3 classes...) I went with the items just forcing you into the tier 2+3 classes themselves so you can advance, but I figure doing the other method could potentially be useful still. Is it that you have to rank up 1 at a time? Maybe win a battle to trigger it, hmm...
Also, I can't seem to set it so that the level up message displays class-altered stats, so it is a bit jarring to see everyone get the same stat-ups with this set-up (since the base message doesn't take the class modifiers into account...)
And yeah, I know 86 classes is balance hell, however I'm doing this more to see how much I can do with custom abilities. Have also been experimenting with custom passives besides resists, like warriors/mages healing hp per turn based on class rank, fighters/monks gaining unarmed damage based on class rank, bonus crit/dodge/hit/success chance using specific flags/variables combined with my battle formulas, that are factored in regardless of agi+luck differences, etc.
Some custom abilities I've figured out, would be things like fury swipes in pokemon, using a modified actx2 formula, that just gives separate chances for 2 hits, 3 hits, and so on. Made an Ambush skill for thieves, that does huge damage when used first in battle, but every action, even defending, reduces a variable that lowers its damage drastically, and each new battle resets it at the start. Basically, trying to see everything I can do with the battle system atm.
Heck, had trouble getting boomerang-type things to work at first because there are no examples+the help descript doesn't really help, now that and increasing damage effects are easy enough... Been spending so much time on the default battle system+scripting, having a blast. Also, disliked physical skills having set damages, so instead I use a modified battle formula for em where the target armor+instigator defense are omitted, and have each ability with their own mini-damage script, so I could make one skill do 160% of the instigator's attack that is effected by 100% of the target's armor, or another that does 20% of attack vs 0% armor, etc... Also tinkered with the defaults so that luck/agi have more input on accuracy/escape/dodge chances, where as agi plays a bigger role in physical hit chance, luck in ailments/magic.
Another thing, you have to fix it so that in each character's base scripts, as a custom/passive effect, you need to set turn order = 0+agility (i think I did this, might be turn order+agility), otherwise class modifiers don't effect turn order...
My problem is, I can only seem to get the change class option to work, where as trying to jump someone up to say rank 8 from rank 1. The point of that being, in the game I've been learning/experimenting with, I have classes set up like so.. There are 10 basic classes, each of which can upgrade to 2 intermediate classes. There are also a few intermediate classes like Ninja/Sage which instead of rank 8 in 1, need like rank 4 in 2 or 3. Now, all of those have two more upgrades possible, to advanced classes. Ended up with about 86 classes.
Now, because of how I wanted my stat growth to work, everyone starts with very low stats, and gets 2 hp/mp, 1 of each other stat per level. Each class has quite an influence on stat growth, i.e warrior gets 2.5 str per level, .5 agi, and 4.2 hp per level, while thieves get like 1.6 str, 2.5 agi, 3.3 hp. Along with this and the significance of the tiers, the jump between tiers gives large overall stat boosts as a result. I then decided it'd fit my needs to make it that you could only advance a tier if you've beaten a certain "wall" or key boss, that way you can't really just grind a class more so you can steamroll stuff. Which poses another question, I wonder if I can set level limits in the level up script, that checks for flags, so say you have to use item a to turn on flag a to level past 20, item b to get past 40, etc. Kind of like Etrian Odyssey 4 where the optional bosses increase the level cap...
But anyways, I ended up making three filler classes with average stats, one for each tier, that need 9999999 exp/999 battles per rank, that way you'd be forced to use a key item to get the next tier. (I made rank 1 in the 2nd tier a requirement for all tier 2 classes, 3rd tier filler a requirement for tier 3 classes...) I went with the items just forcing you into the tier 2+3 classes themselves so you can advance, but I figure doing the other method could potentially be useful still. Is it that you have to rank up 1 at a time? Maybe win a battle to trigger it, hmm...
Also, I can't seem to set it so that the level up message displays class-altered stats, so it is a bit jarring to see everyone get the same stat-ups with this set-up (since the base message doesn't take the class modifiers into account...)
And yeah, I know 86 classes is balance hell, however I'm doing this more to see how much I can do with custom abilities. Have also been experimenting with custom passives besides resists, like warriors/mages healing hp per turn based on class rank, fighters/monks gaining unarmed damage based on class rank, bonus crit/dodge/hit/success chance using specific flags/variables combined with my battle formulas, that are factored in regardless of agi+luck differences, etc.
Some custom abilities I've figured out, would be things like fury swipes in pokemon, using a modified actx2 formula, that just gives separate chances for 2 hits, 3 hits, and so on. Made an Ambush skill for thieves, that does huge damage when used first in battle, but every action, even defending, reduces a variable that lowers its damage drastically, and each new battle resets it at the start. Basically, trying to see everything I can do with the battle system atm.
Heck, had trouble getting boomerang-type things to work at first because there are no examples+the help descript doesn't really help, now that and increasing damage effects are easy enough... Been spending so much time on the default battle system+scripting, having a blast. Also, disliked physical skills having set damages, so instead I use a modified battle formula for em where the target armor+instigator defense are omitted, and have each ability with their own mini-damage script, so I could make one skill do 160% of the instigator's attack that is effected by 100% of the target's armor, or another that does 20% of attack vs 0% armor, etc... Also tinkered with the defaults so that luck/agi have more input on accuracy/escape/dodge chances, where as agi plays a bigger role in physical hit chance, luck in ailments/magic.
Another thing, you have to fix it so that in each character's base scripts, as a custom/passive effect, you need to set turn order = 0+agility (i think I did this, might be turn order+agility), otherwise class modifiers don't effect turn order...