Game Development Reference
In-Depth Information
Figure 3-6. The Weapons tab of the RMVXA Database
Just as items have two different types, you can define your weapon (and armor, for that matter) type as well. The
Weapon Type drop-down menu will be populated with the terms listed in the Terms tab for that category. What makes
weapons and armor different from items is their ability to be equipped by eligible actors. As equipment, they grant
parameter changes (usually bonuses, but you could have cursed items that reduce stats as well) and have features
that further add to their properties. In the case of weapons, you have to define their attack element. Most weapons
do physical damage, but a flaming blade would do fire damage, while a bow of Ice could inflict extreme cold or water
damage. In the case of RMVXA's Hand Ax, it also has a HIT penalty (making the wielder more inaccurate) and an
attack speed penalty. (Similar to skill speed, attack speed adds or subtracts from the character's artificial general
intelligence [AGI] to determine how fast it acts when using a normal attack.)
Unlike some other rpG systems, weapons do not have an inherent damage range (such as Greatswords in
Dungeons & Dragons having a 2-12 damage range, modified by the wielder's strength). What you see in a weapon's
parameter Changes is what you get.
Note
The Armors tab is essentially identical. (See Figure 3-7 .)
 
 
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