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Post by Deleted on Dec 6, 2004 22:56:53 GMT -5
I looked online searching for names to name the Guardian Angels (refer here for background on what they're for in the game doansdomain.proboards27.com/index.cgi?board=William&action=display&thread=1100075440 ), came up with a few possibilities, and decided on the names I'd use/typed up the effects they have on the party when casted. What I plan to name the Guardian Angels are Love, Beauty, Grace, Hope, Faith, Life, Essence, Courage, Fortitude, Potency, Caliber, Purity, Wisdom, and Virtue. They're not involved in the story any, but come up in battling. My question is, what do you guys think of naming the Guardian Angels those words for names? I kind of like how I wouldn't be using angel names from any religion in our world, and thus I'm not being biased to any of them. So, what do you guys think of those words as names?
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Post by Doan the Nado on Dec 7, 2004 2:56:14 GMT -5
I like this as long as it has some relation to what they do or some characteristic of the angel. If not, it would seem a little bit strange in my opinion.
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Post by Dungeon Warden on Dec 7, 2004 10:29:11 GMT -5
I have seen similar names used before so I see no reason you can't use them. Like Doan said, the name should reflect an aspect of the angel.
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Post by vespuleth on Dec 7, 2004 11:37:31 GMT -5
im okay w/ the names. i think using something a little deeper than these words would be better (get out that thesaurus) and i think drawing cognates from words from other languages that mean these things would be good as well, if it fit your environment/world.
edit: oh, and i agree w/ dw and doan about making them relate in some way to what the angel does. which brings me to my next suggestion: why not have angels of each attribute the player has?
angel of strength = might angel of wisdom = wisdom angel of luck = fate (if you need me to explain this, lemme know).
and so forth?
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Post by Jugem on Dec 7, 2004 16:06:21 GMT -5
I pretty much agree with everyone else. Although an angel named "Courage" seems kind of strange.
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Post by Deleted on Dec 8, 2004 19:53:21 GMT -5
Thanks for all the advice and encouragement so far. I actually did use a thesaurus for some of those (fortitude and potency), and looked and couldn't find anything better. I know it's a lot, but it's 14 spread out on 16 party members, so there probably won't be any repeats on the party members that join you. I'll probably cut one or two, which one, two, three, four, or five do you think I should cut out? Here they are, what they do is they can be called (1 per party member) and they raise the stats accordingly for the whole party for a while. 1. Love STR Up: 20% DEF Up: 20% CHA Up: 20% 2. Beauty AGI Up: 30% CHA Up: 30% 3. Grace INT Up: 15% AGI Up: 30% CHA Up: 15% 4. Hope INT Up: 20% CHA Up: 40% 5. Faith STR Up: 10% INT Up: 10% DEF Up: 30% CHA Up: 10% 6. Life STR Up: 20% AGI Up: 40% 7. Essence DEF Up: 40% CHA Up: 20% 8. Courage STR Up: 20% AGI Up: 20% CHA Up: 20% 9. Fortitude STR Up: 40% DEF Up: 20% 10. Potency STR Up: 30% INT Up: 30% 11. Caliber STR Up: 20% INT Up: 20% DEF Up: 20% 12. Purity INT Up: 20% DEF Up: 20% CHA Up: 20% 13. Wisdom INT Up: 40% AGI Up: 20% 14. Virtue STR Up: 25% INT Up: 25% AGI Up: 10% Total___ STR 185% INT 180% DEF 150% AGI 150% CHA 175%
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Kumo Shinagi
RPGM2 Helper
aka Cloud the Humar
Kumo Shinagi: The one and true master of Chi.
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Post by Kumo Shinagi on Dec 8, 2004 20:38:03 GMT -5
They sound just right. Use 'em!
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Post by Dungeon Warden on Dec 9, 2004 8:56:10 GMT -5
These seem to be well though out. I would suggest you play test the different angels and see if any of the bonuses make the characters too powerful or if any angels seem less helpful. That is, if you play through the game and find you don't use some angels very often, those might be the ones to exclude in the final game.
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Post by Doan the Nado on Dec 9, 2004 10:08:20 GMT -5
I agree with your choices, and I also agree with DW. I like how you tried to be sure that each angel would increase stats a total of 60%, but it's important to remember that some stats will be inherently more valuable than others. Not knowing much about your battle system, it's hard for me to make a meaningful judgement, however, so I'll trust that you'll make it good.
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Post by Deleted on Dec 10, 2004 3:38:10 GMT -5
I do figure people'll like to raise STR then do a ton of physical attacks, or raise INT then do a ton of magic attacks, so those'll probably more popular. As one person ocen said at gamefaqs's RPGs-Everything Else Board, defense is important to have enough of, but attack is what you always want extra of. I think if people can't hit a target they'll raise AGI or CHA, if people want to evade some slower enemies they'll raise AGI or CHA, if they want to not get hurt as much they'll raise DEF and/or INT, and I think if they want to attack more (which will probably more than often be the case, I think) they'll raise INT and/or STR, which is why I'd say off the list Potency and Virtue seem best, and I'll likely cut Potency because it's too good, and I'll add one more because 14's perfect for how I have the giving them to a party member set-up, and Virtue will be the one the main character (hint: Paladin ) most likely to be (4/16, as opposed to 1/16 for the rest). I think for 16 party members 14's good, but for the 4 in the prequel it's way too much, but I'll just go with it. _________________ I've been meaning to re-do the party member stats for a while, I'm going to make it so after every dungeon they grow stats (in an event and not from their growth rate in the Party Member Database) and thus have much more variation allowed (with n growth per three leves from each dungeon), make the HP and SP grow as they go through the game too (probably 100 to 250 for prequel and 200 to 500 for Paladin), and such. _____________ Yes, I have it set up so if someone had the same value for each stat (completely all-around), these would be the proportions... Normal and Physical Skill Attack Power: 16/26 STR* 4/26 CHA 2/26 AGI 2/26 INT 2/26 DEF very common Magical Skill Attack Power: 16/26 INT* 4/26 CHA 2/26 AGI 2/26 STR 2/26 DEF very common Normal and Physical Skill Defense Power: (all divided by 2 at the end) 16/26 DEF* 4/26 CHA 2/26 AGI 2/26 STR 2/26 INT very common Magical Skill Defense Power: (all divided by 2 at the end) 16/26 INT* 4/26 DEF 2/26 CHA 2/26 AGI 2/26 STR very common Special Attack Power: 16/26 CHA* 2/26 AGI 3/26 STR 3/26 INT 2/26 DEF very uncommon Special Defense Power: 16/26 CHA* 2/26 AGI 4/26 DEF 2/26 STR 2/26 INT very uncommon Normal, Physical Skill, and Magical Skill Accuracy: (if it's possible for "Magic" to be editted in this field for the DBS) 12/26 AGI* 10/26 CHA* 2/26 STR 2/26 INT very common Normal, Physical Skill, and Magical Skill Evasion: (if it's possible for "Magic" to be editted in this field for the DBS) 12/26 AGI* 10/26 CHA* 2/26 DEF 2/26 INT very common Action Speed: (if it's possible in the DBS to edit tell me and I'll think about this, I think it automatically is only based on AGI) Little 0-5 damage on everything is randomly added at the end. The normal attacks etc. will all also have different base damages for each spell, which I'm thinking I'll have to add at the end of all the other damage by sorting the ability number variable and making lots of results in the battle formula script since I've already set-up the rate for % STR damage, etc., which is how I set it up, then after that I start doing the proportional stuff above. Stat-Up Status Effects are based on CHA. For example, STR: Up 10% will raise STR up 10% of the member or enemy with their CHA * 0.10 temporarily added to their strength, but STR: Down 10% will lower STR down 10% of the member or enemy with their STR * 0.10 temporarily subtracted from their strength. For Rates of Critical Attacks, I'm still undecided on what I'll do. I think I might just make it a flat % chance between every party member and enemy, almost like TO:LUCT (which just had little (but noticeable) variance among everyone). ________________ Oh yeah, this was all just to say I'm trying to make every stat important since I don't want certain characters to be better than others, since I've come to love 'em all over the 2 and half years. ;D
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Post by vespuleth on Dec 10, 2004 6:23:21 GMT -5
just a thought, but the stats that the character thinks are more important, and therefore will focus on, should be a little (not much) harder to improve, to keep characters balanced.
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Post by Dungeon Warden on Dec 10, 2004 9:34:09 GMT -5
Yes, you can edit this. The number is stored in the Attack Order variable and is loaded with Substitute Target Attribute for Variable and saved with Substitute Variable for Target Attribute. Note that this is the only difference between this command and Substitute Attribute for Variable which doesn't load this variable.
Attack Order can only be changed in battle and is reset every battle, so you will need to change this in the starting battle scripts somewhere. A good choice would be the enter battle script for the characters.
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Post by Deleted on Dec 11, 2004 19:50:53 GMT -5
Does anyone know if you can edit and make formulas for "Magic" accuracy in the DBS? If not it's fine, but if it's possible yay!
____________________
It's been changed to this...
1. Love STR Up: 20% DEF Up: 20% CHA Up: 20%
2. Beauty AGI Up: 30% CHA Up: 30%
3. Grace INT Up: 15% AGI Up: 30% CHA Up: 15%
4. Hope INT Up: 20% CHA Up: 40%
5. Faith STR Up: 10% INT Up: 10% DEF Up: 30% CHA Up: 10%
6. Life STR Up: 20% AGI Up: 40%
7. Essence DEF Up: 40% CHA Up: 20%
8. Courage STR Up: 20% AGI Up: 20% CHA Up: 20%
9. Fortitude STR Up: 40% DEF Up: 20%
10. Potency STR Up: 20% INT Up: 20% AGI Up: 10% CHA Up: 10%
11. Purity INT Up: 20% DEF Up: 20% CHA Up: 20%
12. Wisdom INT Up: 40% AGI Up: 20%
13. Virtue STR Up: 25% INT Up: 25% AGI Up: 10%
And do you guys think I should boost Virtue a little since it's the one the main character (only him) is directed to most likely become (4/16 as opposed to 13 1/16th chances)?
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Post by doyleman on Dec 11, 2004 19:59:35 GMT -5
I am 80% sure you can change the accuracy. 20% is unkown. i don't see why you couldn't (havent used DBS since like may or so...
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Post by Dungeon Warden on Dec 11, 2004 22:09:53 GMT -5
In the DBS, "Magic" accuracy is set by the spell itself (the success %). It would be simple (if you understand the scripting) to alter the success in the magic formulas. note the plural - there are several types of spells and each type has to have it's own formula.
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Post by Doan the Nado on Dec 14, 2004 2:24:00 GMT -5
I don't think Virtue needs boosted at all. You have it set to increase 3 of the categories that most gamers would consider the most important, and I'm willing to bet that it would be the most frequently used angel. I was going to suggest possible decreasing its effects a bit, but since it's likely to be the main character's, I think it will be perfect how it is.
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