Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 05:12:37
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@ Kay: alright, I'll be waiting on the monster table then. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 05:51:10 (edited 2007-03-03 06:32:23)
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@All- Cyrac, alynka, Outbreak and Reverie's biography will be implemented later just wait I forgot to put Cyrac's Weapons on the list.... but this thing will be needed?? Secena- submachine gun class with 2 lauchers with a sheild as a gun protector Basilus- submachine class gun with 4 launchers with a sheild as a gun protector Rean: Cyrac's Basic Pistol same performance as a Dessert Eagle [think Counter Strike =)] @All- now i put now the bio
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Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 07:19:43
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@ Karuzo: Thank you, final note, going to have to drop the submachine guns, reason being is that they dont fit withthe timeline, and if there where submachineguns that most anyone can have, nobody would really be using melee weapons. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 07:28:29
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@ ugo know what this just hit me. Kay said that adders can be put on shield.. and when I checked the adders i found out that there are only adders for offense and non defensive type adders... since it would be kinda akward to put it in your sheild and then suddenly you attacks gain some effects and all... |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 07:30:28
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@all- downgraded Secena and Basilus show about his?? Secena- 1 laucher with a sheild as a gun protector Basilus- 2 launchers with a sheild as a gun protector Rean: Cyrac's Basic Pistol same performance as a Dessert Eagle [think Counter Strike =)]
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Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 07:35:34
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@Xero, regarding that, i felt the same way. which is why i didn't add any adder slots to the shields |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 11:25:34 (edited 2007-03-03 11:30:29)
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@Karuzo: if you mean launchers as in a musket, then fine it's accepted, please put in the attack values and such for your final. Also one more question? Judgeing by the names, are they legendary guns? @All: On the adder thing, I suppose it can be possible to have 2 kinds of adders, offensive adders used on swords and weapons, and defensive adders that can be used to give armor and such extra defense or ressistance against lightning, earth, etc. How does that sound? @ Kay: oh, one more tihng on the table, seems like oyu kinds forgot to put what all the *'s represent. Know I know that the rarity ystem is right above in my post, but would you mind editing just in case? ALso I'll make a compilation of all the current accepted adders. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 11:33:42
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@Ugo, well, if you do that, then i'll need to change the equipment table a little. also, i suggest we limit the slots for equipments to one. only weapons will have the maximum 2 slots. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 11:38:47 (edited 2007-03-06 04:44:09)
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@ Kay: Alright, agreed equipment adders are all limited to 1. Weapon adder slots will have 2. @ All: alright, starting to accept Defensive adders, anything that increases your character's ressistance against somthing. ~Defensive and Attack Adders~ Health Adder: (increase HP by 100) Mana Adder: (increase HP by 100) ~Attack Adders ONLY~ Peircing Adder: (when you attack somone with a weapon with this property, their Def points are halved) Thunder Adder: (gives some additional electrical damage) Flame Adder: (gives weapon flame damage) Soul Eater Adder: (this is one I've made up myself, only availible to Chaos Choir, what it does exactly will be explained further into the story) Drain Adder: (when ever you do a physical attack you gain 5% of that damage you delt back to restore your HP) Mind drain adder: (similar to drain but this is for mp) Wind Adder: (adds wind element to attacks) Force adder: (5% chance to stun oponent when attack hits) Corruption adder: (Chance of reducing the atk, def, spd and int of target by 1%) Frost adder: (adds ice element to attacks. low chance of freezing target) Venom adder: (adds poison effect to attack. low chance of poisoning target) Geoforce adder: (adds earth element to attacks. has a small chance of stunning enemies.) Maim adder: (has a small chance that attack will deal double damage and reduce target's speed by 5%) Defensive Adders: Earth bind adder- 15% resistance to earth elemental damage. Ice Break adder- 15% resistance to ice elemental damage and 5% chance tp prevent freeze Fire guard adder- 15% resistance to fire elemental damage and 5% chance to prevent burn Diffusal Guard- 15% resistance to thunder elemantal damage and 5% chance to prevent paralysis Mind guard- 5% chance to prevent confuse and charm Anti-Venom adder- 5% chance to prevent poison Sleep guard adder- 5% chance to prevent sleep Shell adder- reduces damage taken from both magical and physical damage by 5% Toughness adder- reduces damage taken from physical attacks by 10% Magic Sheild adder- Reduces damage taken from magical attacks by 10% |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 12:02:15
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@Ugo, alright then...i'll make a table for the adders as well. i'm going to break down what goes for defensive adders, meaning, which adder can be attached to which type of equipment. also, i suggest that when adders are added to an equipment, they can't be removed. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 12:07:27
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@Kay: Yeah, I forgot to say, adders are a one way deal, cant be removed after being applied. @ All: I also need to ask, What are all the known possible status ailements? I plan to record that somwhere too... Second note Added Bios to for my characters, I'm currently working on all the other side charcters, bosses, and ppl in between... |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 12:17:37
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@Ugo,now if only i know how to program games...then maybe i might transform this RP to a game XD. though it's a wishful thinking in my end "-.- for the ailments, i'm not that sure...i recall seeing someone posted on it somewhere |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 12:30:37
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@ Kay: Yeah, I wish I had game programming skills myself, I am planning to take a few programming and 3-d design classes in High School, and eventually go into some sort of job relating to game development. but for now an RP is all I can do. Anyways on the ailements... Found it, originally done by Karuzo. Though I'm not too sure what "charm" is exactly.... poison sleep confuse charm [?] paralyze doom [?] freeze stop or stone [?] berserk flight burn |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 12:59:42
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i think charm is similar to confuse, but in the case of charm, it cause the person/monster affected by it to attack their own partners |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 14:33:57 (edited 2007-03-04 06:38:49)
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@ All: Here's the know ailements, these are some of the descriptions. However if ya guys read in, some are not completed, suggestions are greatly appreciated. sleep (unable to do anything, however it's possible wake up after a few turns) confuse (get confused for a few turns, likeylyhood of attacks missing or even hurting your self is increased) charm (chance you may attack your own party) paralyze (like sleep you cant do anything, can be cured with an item or spell) "removed doom due to just being a bit overpowered" freeze (like sleep and paralyze, you cant do anything, needs to be melted (which takes 5 turns) or be melted with somone who knows a fire attack) stop (completley stops a character, cannot be countered by normal ailement spells or normal items) berserk (attack boost for a few turns(not sure by how much though)) "Removed flight since I recall Kay requesting so" poison (takes damage every turn, (full HP x1%)) burn (takes damage every turn(full HP x0.5%). damage dealt by fire based attacks is doubled) Second Note: added bios for other characters in the first post (like Cigatrix and Negi) but will hold back their stats and armors until you fight them. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-03 21:14:15 (edited 2007-03-03 21:14:58)
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suggested for poison and burn: poison (takes damage every turn, (full HP x1%)) burn (takes damage every turn(full HP x0.5%). damage dealt by fire based attacks is doubled) |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-04 06:38:22
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@ Kay: alright, I'll accept those. Seems like we've got everything down. (aside form the monster table) if anybody else got any more questions or things they're confused on, feel free to bring it up. |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-04 08:44:07
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@Ugo, the monster table is kinda on hiatus right now. i'm studying for my finals. it's only one paper, but it's a really important paper... |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-04 09:00:27
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Alrighty Defensive adders here they are or some at least.... Earth bind adder- 15% resistance to earth elemental damage. Ice Break adder- 15% resistance to ice elemental damage and 5% chance tp prevent freeze Fire guard adder- 15% resistance to fire elemental damage and 5% chance to prevent burn Diffusal Guard- 15% resistance to thunder elemantal damage and 5% chance to prevent paralysis Mind guard- 5% chance to prevent confuse and charm Anti-Venom adder- 5% chance to prevent poison Sleep guard adder- 5% chance to prevent sleep Shell adder- reduces damage taken from both magical and physical damage by 5% Toughness adder- reduces damage taken from physical attacks by 10% Magic Sheild adder- Reduces damage taken from magical attacks by 10% @ all: Feel Free to comment or change... and as much as I remember the only thing I helped at is making adders.... |
Re: Legacies of the Divine Rite: Development Thread
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on 2007-03-04 11:04:30
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@ Kay: That's alright, I understand. @ Xero: those are some good adder there, I'll add them in later. |