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Re: fixed items
Posted: Fri Aug 29, 2014 6:03 pm
by fabulaparva
yayswords wrote:
renke_ wrote:there's a possible chance that The Users(tm) convinces Jack to equalize both types of regen
Itemization is a discussion between three people and Jack right now. I would be delighted to see so many new faces joining the discussions that they could push for such a change on merit of democratic vote - hypothetically, of course, as the decision is Jack's in the end.
Maybe if the possible options could be squeezed into a few clear alternative choices, a poll could be set up. That might be more easily approachable than this thread apparently is and would help get more opinions in.
Re: fixed items
Posted: Fri Aug 29, 2014 6:12 pm
by jack1974
Yes if you can make a poll would be cool.
I don't want to cause battles to become longer - I am already designing the next chapter one so that "most" enemies have high attack and lower defense, since now they can use resurrection, when I first tried the battles would last ages (you kill an enemy, or two, and a healer resurrects them).
Personally I think 20HP Regen on Mages wouldn't change things dramatically though (in particular make battles much longer), because of their high skills delay, but of course that should be only on a epic/rare fixed item.
Re: fixed items
Posted: Fri Aug 29, 2014 6:14 pm
by yayswords
Not to change the subject but my Mana Channel No. 4 has become legendary... I'm pretty sure it was masterwork when I bought it. Edit: It's also worth only 250g now.
As for the poll, I'm not stuck on Spirit of Ninim must have mad HPR. But I am stuck on it must be a valid alternative to the staff. Even if you make it an awesome shoulder item or whatever, it's better to have an awesome weapon and a decent shoulder than the opposite. I am envisioning it as a ring, so it could have the regen.
Re: fixed items
Posted: Fri Aug 29, 2014 6:33 pm
by jack1974
yayswords wrote:Not to change the subject but my Mana Channel No. 4 has become legendary... I'm pretty sure it was masterwork when I bought it. Edit: It's also worth only 250g now.
Yes happened here too

the problem is that the item updating messes up with the description, will need to fix it somehow.
edit: OK fixed it with a hack

I actually tried and the old saves don't work again even with the "old" Ren'Py. I am not sure exactly WHY, but at this point will go on finishing the act3 since I'm very close to it, and once I've done that will do another update (probably early next week) even without the tileset since fixed several stuff already.
Re: fixed items
Posted: Sat Aug 30, 2014 12:51 am
by yayswords
So 0.8.24.15 saves will be broken? ;_;
Just check my signature to understand what I went through yesterday, in vain if the save will break. I will drink all the shots myself...
But we're getting act 3 with missing tiles? I'm such a confused sword right now.
Also, draft for Spirit of Ninim lore text.
Re: fixed items
Posted: Sat Aug 30, 2014 5:43 am
by jack1974
Yes honestly sometimes I don't understand myself WHY they break:
- try with new renpy = broken because of "type" keyword used
- renpy coder fixes it framework-side, I test saves, they work
- I work some more on it = saves broken again!

even using current renpy version!!! WTF, seriously.
And no I want to do an update with the new renpy but still only act2, since I did several changes/bugfixes. Act3 is 90% coded but without the tilemap there are many things not working that I need to add. In practice now I test it like if was a continuous story, without any map movement, shops, etc so that's why is a bit hard to balance.
Re: fixed items
Posted: Sat Aug 30, 2014 7:52 am
by yayswords
Idea for how the druid items could be presented from the blacksmith...
Blacksmith: And you... druid, yes? I may have something for you.
-choose between staff and spirit-
If player chooses staff
Blacksmith: I was going to use this branch for a spear. And I swear, there was nothing odd about it until you showed up. I mean no offense.
Druid: What's odd about it?
Blacksmith: I can't cut it and I can't burn it, and... I'm frankly a little afraid to even demonstrate any of that.
Blacksmith: I'm not sure it's a blessing or a curse, but I was hoping you could figure that out.
Druid: I'll have a look.
Narrator: The branch flies into <druid twin>'s hands.
Druid: Whoa!
Druid: Whoa...
Druid: Do you know which tree the branch came from?
Blacksmith: I buy these in bulk. I don't have a clue.
Druid: You might want to be a little more selective.
Blacksmith: Why, is the branch mad with me?
Druid: Not with you. I'm not sure with whom.
Rowinda: <druid twin> has an angry stick!
Blacksmith: So, anyway... do you want it? I'll pay you to take it off my hands even.
Druid: That won't be necessary. I'm sure I can direct its wrath.
If player chooses spirit
Blacksmith: This little fella-
Blacksmith: There it goes!
Druid: Aww!
Blacksmith: He, she... it... it got here just as you left. I was a little spooked, but it seems harmless. Even... I don't know, invigorating.
Blacksmith: And as I thought, it didn't come here for me.
Blacksmith: I knew it had to have something to do with druid magic.
Blacksmith: So playful...
Blacksmith: I'm gonna miss that little fella.
Druid: I'm sorry, did you say something?
Re: fixed items
Posted: Sat Aug 30, 2014 8:29 am
by jack1974
Haha nice, I think will add them

Re: fixed items
Posted: Sat Aug 30, 2014 9:13 am
by yayswords
I'm guessing you could add the sprite to the screen? And move it around every time someone says a new line.
Re: fixed items
Posted: Sat Aug 30, 2014 9:58 am
by jack1974
You mean the spirit of Ninim ? yes I can move it around in that scene, after that it will stay in the inventory though (otherwise I would have to change too much).