I'll do more image work once I have my tablet back.
Found a cool trick for squeezing way more into the damage formula than I thought was possible, so it looks like I'll be able to handle using it for a lot of the things I was instead using common events for. I'm going to mess around with it some more before I spend a couple days making the full transition over.
Realized I missed out on a cool puzzle possibility now that the mine's almost finished. I could have a binary switch puzzle in the form of raising/lowering a maze of columns, with the reason you can't lower all of them being that the ceiling would collapse if you did. Options now are to squeeze it in right before the boss, put it after the boss, or save it for another dungeon where the context of an unstable ceiling makes sense.
As it stands the first dungeon takes only seven minutes if you already know exactly what you're doing, get into zero fights, and skip collecting treasures and opening shortcuts. Absolutely no idea if that's long or short, or how long it will take to someone who's getting into fights and exploring. I don't want the player either getting too bored with how long it's taking or suddenly facing the boss when they expected more, so I'm not sure if adding another puzzle will make it a more "expected" length than it is now.
Can't get this item crafting script to function and nobody's willing to fix it for me for free.
Ideally the player selects ingredients (Dragon Quest 8, Monster Hunter Tri, etc.), but most of the systems people create are where the player instead selects which outcome they want from a recipe list. The "select outcome" method is crummy for a few reasons:
1: Only one way to skin a cat. If you want to include multiple ways of making the same thing (e.g. potion = green herb + blue mushroom OR blue slime), then both possibilities must be listed as separate choices, meaning the player sees "potion" twice because there's two ways to make it.
2: Ridiculously long lists. If I have fifty basic pieces of armor that could each be infused with one of five elements, that's potentially over 250 options you have to scroll through before actually hitting the thing you want to make.
3: No experimentation. You can't just mix together stuff you have in hopes of discovering something new.
If I cave and choose to go the "select outcome" route, then 1 and 3 I'm stuck with, but maybe 2 could be dealt with if there's some way to only show results you have the proper ingredients to make.
I don't know how to introduce this problem so here goes:
These words need to apply to both damage and healing effects.
1. Null = target is immune to whatever tried to cause the HP change
2. Resist = target has a smaller change in HP than the cause intended
3. (nothing) = target's HP is changed normally
4. ???? = target takes a larger change in HP than the cause intended
5. ???? = target's HP change is the reverse of the intention
What fills 4 and 5?
For 4, "Weakness" makes sense if I'm talking about damage (the enemy was weak to lightning -> you used lightning on it -> the word "Weakness" pops up with the damage to indicate it was stronger than usual). The problem is if somebody has an effect that causes potions or healing spells to have a greater effect on them, the "weakness" popup wouldn't make any sense. You're not "weak" to potions or heals! What fills in 4 as something that works for both damage and healing? "Extra"? "Plus"? "More"? "Sensitive"? "Susceptible"? "Bonus"?
5 is an even harder problem. For damage, "absorb" works well (enemy absorbs water attacks -> you used water on it -> enemy took that as health with the word "Absorb" popping up). For things intended to heal, that's crazytalk. If I have on a zombie state that reverses healing effects, and somebody tries to heal me so instead I take that as damage "absorb" is a really dumb thing to be next to the number. "Reverse" is a neutral popup between damage and healing, but sounds weird. I could leave it without any popup at all and let the player tell by the color/sound that an effect did the opposite of what it was supposed to do. Any ideas for either of these?
I wasn't using the Luck stat for much of anything. What it naturally does is a handful of dumb things I want reserved for skills/equipment, so I altered it to affect crit rates because I just had no other ideas for it. I decided to replace it with a stat called Tech. This could be short for "technology," "technique," or "technical knowledge," but it will basically be used to determine how effective that character is with using items. Atk/Def/Mag/Res/Tec: now each of the five characters has a corresponding stat. Cool!
I'm thinking certain potions will have very "fixed" effects, while others are more heavily influenced by your Tech stat, meaning different characters will have comparative advantages with different items at different points in the game. Economics!
I also have it affecting state-removal, but I'm not certain if I'm sticking to that, or if I do, how. For example, a character with Tech 20 might have a 50% chance of eyedrops they use curing blindness. The chance could change linearly as their Tech levels up (30 means 75% chance) to Tech 40+ giving a probability greater than 1, making the blindness cure guaranteed beyond that point. Do I do it gradually like that, or are harder lines better? Like an "<40 always 2/3 chance, 40+ always guaranteed" kind of thing with clear breaks at certain numbers?