Remake Dev 1: New Engine & Resistances
Added 2020-09-11 09:34:52 +0000 UTCA lot of you are probably wondering what is happening about Non Mon remake. Will here is a first of hopefully many devs about it.
First off I'm moving it to RPG Maker MZ over MV, mostly due to the new features are appealing to ignore. A lot of the plugins seem to be transferring across at a decent rate, so hopefully we won't have to cut off any features.
But part of this new transfer has afforded us a much more interesting Resistances and Weakness system, and has allowed me to add more to the old one. (Like to say with testing this is what I believe it does, but I might end up wrong.)
For starters I have broken resistances into three groups, Form, Type and Element. Form are either Melee or Ranged. Type is either Slashing, Piercing or Bludgeoning. And Elements are of course elements, be it either fire, water, ice, or just vanilla magic.
How these work together is that Form is at the top, Type in the middle, and Element at the bottom. So when it calculates damage, which will will say is 200, it first sees if the enemy is strong to any Form, if so it divides your attack, by lets say half, so now it is 100. Now let us say they are weak to a certain Type which you also use, which increases the current damage by half so then it is 150. But you also use an element which also increases the damage again by another half, so it is now 225.
So in simpler versions if first takes in Form, then Type and then Element to decide on the final damage. This will make knowing your enemy even more important, and keeping an eye on final damage.
I of course will be using some form of repetitive, like an enemy with a shield has a better chance against range, while a heavy armoured dude would be weak to bludgeoning.
Eventually I will hopefully add a bestiary to help you see patterns.
So I hope this all seems exciting, it certainly is for me. Maybe because I am playing too much Dungeon and Dragons, but I hope to give you more updates soon.