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Post by coaltar on Apr 4, 2007 21:31:44 GMT -5
1: Pilfer Effect. Basically, you'll sometimes get money equal to the damage inflicted by the skill.
2: Movement triggers 1 in 10 chance of gaining 1 gp.
3: Monk strength. The unarmed attack strength of a monk, which starts out weak and gets very strong.
4: MP consumption is halved if magic is used while wearing the accessory.
5: Free hit. A 2 out of 5 chance of double attack, when accessory is used.
6: Auto Revive effect when accessory is equipped. Accessory is gone after the wearer dies once.
7: Special Shops that take a different form of currency than normal, along with a bag for each different currency unit.
What I don't know: When will this constant brainstorm end, so I can focus on my story???
EDIT: I think I might have put this in the wrong forum...
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Post by realitybites on Apr 4, 2007 21:47:53 GMT -5
Very nice, but this goes into Game creativity
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Post by coaltar on Apr 4, 2007 21:50:40 GMT -5
I thought so... LOL!
BTW, I'm still a noob...
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Post by Neo Samurai on Apr 4, 2007 21:51:58 GMT -5
I remember when I first started creating cool scripts. It's a great feeling. You suddenly feel like you can make anything with this game. Keep at it. I'm looking forward to what you might create.
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Post by Doan the Nado on Apr 5, 2007 8:08:45 GMT -5
Also keep Will's advice in mind, though, and make sure that all of these things you create add to the game. It's easy to slip into the mindset of adding features just for the sake of adding them, when they don't contribute a whole lot to the player's gaming experience. I'm not saying that you've done that, I'm just saying to watch out for it. Congratulations on what you've done so far, it sounds pretty cool.
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Deleted
Deleted Member
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Post by Deleted on Apr 14, 2007 4:43:14 GMT -5
I've posted #4 in the Common Script Database, and in order to understand how to make a Steal ability (#1) you should first make a Scan ability (and I posted how to make a Scan ability in the Common Script Database too). #2 is a Custom Indirect Effect with a 1/10 chance of getting 1 [money] Script placed in the 'Step' slot of the Indirect Effect, and I cover more on Custom Indirect Effects that'd be worth your while in the Common Script Database too. #3 I'd just make your Monk 'Class' unable to equip any weapons and upon becoming a Monk that member's STR is raised to [set value]% (under RPGM2 'Classes') because of how easy it is to do that in RPGM2 (as opposed to scripting something difficult/advanced to script yourself). #5 is tough and not worth it since you can just make the Accessory raise ATK when equipped instead (RPGM2 'Items') and still have it contribute to the game very similarly. #6 is tough and not worth it since 9/10 players will never use up the Accessories anyways (this has a whole lot of steps to it). #7 is tough and not worth it since it doesn't really add to the game any (or, be prepared to script the other currencies besides the original one yourself). edit: nevermind, thought you were asking us how to do those things. yes, kudos.
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