Booton Posted December 2, 2013 Share Posted December 2, 2013 Wait a minute... You didn't post an editor for custom skills. Can we make our own type of skills or we just get to choose from the skills that are already made? You can create your own skills, yes. This is something that could be done in FEXP as well. Quote Link to comment Share on other sites More sharing options...
deranger Posted December 2, 2013 Share Posted December 2, 2013 How will adding some of the less number-changing additions to the game be implimented, such as skills, ... Yes, basically. Skills are actually presently done almost entirely in code to get them working with precision Wait a minute... You didn't post an editor for custom skills. Can we make our own type of skills or we just get to choose from the skills that are already made? Quote Link to comment Share on other sites More sharing options...
Jedi Posted January 25, 2014 Share Posted January 25, 2014 I was just linked this and am eagerly awaiting its release. Quote Link to comment Share on other sites More sharing options...
eCut Posted January 25, 2014 Share Posted January 25, 2014 I was just linked this and am eagerly awaiting its release. Don't necropost please, it's against our rules. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted January 27, 2014 Share Posted January 27, 2014 FEXNA has some really hilarious quirks that pop up sometimes. Such as this one. [2:43:10 PM] Charlotte: oh uhh [2:44:14 PM] Charlotte: I DONT UNDERSTAND [2:44:14 PM] Charlotte: http://gyazo.com/88ba503d9f43de96b86422a54f070697 Quote Link to comment Share on other sites More sharing options...
Flaming Kirlia Posted January 28, 2014 Share Posted January 28, 2014 Some questions: -what is the minimum size for maps? -is there a Str/mag split? -is it possible to edit the maximum level? -is it possible to make items that give a stat boost, a skill, or that raise your grothws, but only if you have them equipped/are in the character inventory -are skill scrolls possible? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted January 28, 2014 Share Posted January 28, 2014 -what is the minimum size for maps?same as fexp, whatever that was (iirc) -is there a Str/mag split?not currently -is it possible to edit the maximum level?2 ez -is it possible to make items that give a stat boost, a skill, or that raise your grothws, but only if you have them equipped/are in the character inventory -are skill scrolls possible? 2 EZ Quote Link to comment Share on other sites More sharing options...
BwdYeti Posted January 29, 2014 Author Share Posted January 29, 2014 same as fexp, whatever that was (iirc)20x12, the screen is 320x192. You could make it smaller but you'd have to manually change the positions of a lot of windows (principally the battle overlay) Quote Link to comment Share on other sites More sharing options...
Crixler Posted January 29, 2014 Share Posted January 29, 2014 Would dismounting be possible, and would it be possible to have different mounts tied to certain skills that would be obtained via "scrolls" (horse "scroll", pegasus "scroll", elephant "scroll", etc) that could be used by any class, removing native mounted classes entirely? Quote Link to comment Share on other sites More sharing options...
47948201 Posted January 29, 2014 Share Posted January 29, 2014 Asking if something is "possible"..The answer is pretty much always yes? But yeah for what you're thinking of with the scrolls, well, I'm interpreting this two ways: 1-scrolls are held items that, when they're in your inventory, give you a mounted sprite and boosted stats 2-scrolls are usable items that promote or grant a skill that comes with a mounted sprite and boosted stats Neither of those sound terrible to do, but AFAIK you'll need to implement dismounting yourself (from pretty much scratch, though I think you'd do it similarly to how you'll give mounted units different sprites? *shrug*) (Not a terribly helpful post, but at this stage, what is? Plus, I wanted to mark the thread with that star thingy anyway) Quote Link to comment Share on other sites More sharing options...
LunaSaint Posted January 29, 2014 Share Posted January 29, 2014 Idea/Is it currently possible: Weapons with different crit coefficients? (eg: Iron weapons only do 2x damage on a crit, but killer/silvers still do 3x) Quote Link to comment Share on other sites More sharing options...
Klokinator Posted January 29, 2014 Share Posted January 29, 2014 You would just attach a skill to a weapon that made that happen. Skills are used for about 90% of anything extraneous that deals with that sort of stuff. Quote Link to comment Share on other sites More sharing options...
47948201 Posted January 30, 2014 Share Posted January 30, 2014 If you don't mind getting your hands dirty, that doesn't sound terribly difficult just to code by changing the damage formulae. It'll just be tedious to add the property to every weapon, unless you want to edit the Editor and have it automate that (probably not) Quote Link to comment Share on other sites More sharing options...
Klokinator Posted January 30, 2014 Share Posted January 30, 2014 (edited) If you don't mind getting your hands dirty, that doesn't sound terribly difficult just to code by changing the damage formulae. It'll just be tedious to add the property to every weapon, unless you want to edit the Editor and have it automate that (probably not) it's not that hard at all though yeti even has items that do this and with a simple edit I get this seriously it's so easy as far as crit coefficients go that's hardcoded but a skill would easily change the multiplier modifier no problem. something like fe4/5 crits would require a rewrite of the source though and that's the painful part. Edited January 30, 2014 by Klok Quote Link to comment Share on other sites More sharing options...
47948201 Posted January 31, 2014 Share Posted January 31, 2014 I don't know what the heck's going on with FE5's critical formula, but FE4's is basically FEGBA, but with the tacked-on condition that you need to have a skill to be able to perform a critical hit. So, either: Easy-make a skill that has a skill+weapon critical% chance to multiply your damage or Slightly Harder-make the game check if you have the skill before trying to determine if your hit is a critical Quote Link to comment Share on other sites More sharing options...
Klokinator Posted January 31, 2014 Share Posted January 31, 2014 FE5's critical formula is easier than it looks. STR+Weapon MT*2 minus enemy DEF or RES. Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 31, 2014 Share Posted January 31, 2014 I don't know what the heck's going on with FE5's critical formula, but FE4's is basically FEGBAfe4's crits are most definitely not triple damage Quote Link to comment Share on other sites More sharing options...
Agro Posted January 31, 2014 Share Posted January 31, 2014 (edited) FE4's is Atk*2 - Def, GBAFE is (Atk - Def)*3 Edited January 31, 2014 by Agro Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted January 31, 2014 Share Posted January 31, 2014 no bad matt fe4's was total mt x 2 - def get it right Quote Link to comment Share on other sites More sharing options...
Klokinator Posted January 31, 2014 Share Posted January 31, 2014 (edited) Which is a VERY important distinction to make. Assume we have a Mercenary with 15 STR and a 6 MT weapon. The enemy knight has 16 DEF. The enemy also has 30 HP. FE4: 15*3=45. 45 + 6 = 51 - 16 = 35 DMG. The enemy is now dead. FE5: 15+6 = 21*2 = 42 - 16 = 26 DMG. The enemy survives with 4 HP. GBAFE: 15+6 = 21 - 16 = 5*3 = 15 DMG. The enemy survives with 15 HP. FE4 took a ridiculous approach to critical damage, FE5 was more balanced but still a little overkill, and GBAFE means a swordmaster critting a general will still deal 0 damage. I personally prefer FE5's system but GBAFE's system is a lot easier for number calculations. Edit: Oh Seph ninja'd me. Well in that case FE4 and FE5 were the same. Edited January 31, 2014 by Klok Quote Link to comment Share on other sites More sharing options...
Agro Posted January 31, 2014 Share Posted January 31, 2014 no bad matt fe4's was total mt x 2 - def get it right Oops, sorry, Vincent decided to say "critical bonus" rather than just 2. Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 31, 2014 Share Posted January 31, 2014 fe4 and fe5 have the same crit formula Quote Link to comment Share on other sites More sharing options...
47948201 Posted February 2, 2014 Share Posted February 2, 2014 (edited) fe4's crits are most definitely not triple damage Easy-make a skill that has an [insert math here]% chance to [insert math here] Same difference Edited February 2, 2014 by 47948201 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted February 4, 2014 Share Posted February 4, 2014 HEY KIDS DO YOU LIKE TRANSFORMERS??!! DO YOU LIKE MICHAEL BAY?!?! ME NEITHER! IN AN EFFORT TO COPY HIS COMPLETE AND UTTER LUNACY WE HERE ON THE FEXNA TEAM HAVE ENDEAVORED TO ADD IN EVERY POSSIBLE EXTRANEOUS FEATURE, INCLUDING: 3D FUNCTIONALITY WHOAAAAA IT'S LIKE THE BATTLES COME OUT OF YOUR TV AND RIGHT INTO YOUR GODDAMN BRAIN FEXNA COMING TO A NEIGHBORHOOD NEAR YOU! well maybe i mean it might still be a while but its looking good so far Quote Link to comment Share on other sites More sharing options...
Jedi Posted February 4, 2014 Share Posted February 4, 2014 Trippy lol. I can't wait to see more of this ^^ Quote Link to comment Share on other sites More sharing options...
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