Monday, March 2, 2020

RPG Maker MV Ideas

WARP SPELL
Warp will be a magic category rather than a spell. The spells will be the destinations. You will gain new destinations "spells" as you visit more places.

CHARACTER CUSTOMIZATION like BREATH OF FIRE III MASTER SYSTEM

Introduction
In Breath of Fire III, each character has their own natural stat growth. Players can customize their characters by modifying their character's stat growth by accepting a master. Each character can have one master at a time. Each master offers different modifiers to the a character's stat growth at level up. For instance, a hypothetical "Master Greg" may offer a +1 to strength and a -1 to intellect.
You will need several Switches, Variables and at least one common event; It will be a BIG common event.
NOTE: This master system can just as easily be called something else, like an alternate class system for instance.


Adding or Removing a Master
  • Required Assets
    • 1 Variable for each player character; "Chara A's current Master"
    • 1 Event for each NPC master somewhere in the game or a total of 1 Common Event with a method of calling the Common Event, such as an item or spell.
     When character accepts a master, an NPC event will check to see if the character already has a master or not. If not, the NPC event will add the master to the character. If the character already has a master, the event will offer you the option to change masters. If you agree, the event will assign the new master to the character.
     You would need a means to track the masters assigned to your characters.
    To track your masters, you can make a Variable for each character. The variables will be called Character A's master, Character B's Master, Character C's Master, etc. When adding a master, set a number to that variable: 1, 2, 3, etc. For your reference, make a table of the masters and a number for each. Master Greg will be 1, Master Tina will be 2, etc. If Character Joe agrees to have Master Greg, you will set the variable "Joe's Master" to 1.
     All NPC events should have the option to stop learning from a master. If the player chooses this, set the variable "Character A's Master" to 0.

Applying the Masters Modifiers to the Character
  • Required Assets
    • 1 Common Event
    • Numerous Variables; as many as 27 for each player character
      • 1 Variable for each PC character "Chara A's Current Level"
      • 1 Variable for each PC character "Chara A's New Level"
      • 1 Variable for each PC character "Chara A's # levels gained"
      • 1 Variable for each PC character for each stat "Chara A's current STAT" (x8)
      • 1 Variable for each PC character for each stat "Chara A's new STAT" (x8)
      • 1 Variable for each PC character for each stat "Chara A's STAT difference" (x8)
    • Numerous Switches:
      • 1 Switch for each PC Character "Chara A levels up"
    Summary: One way to accomplish this character customization system is to have a global event (rather, a common event) that constantly checks to see if your characters have leveled up. If the common event determines that a character has leveled up, it applies the modifiers.
    Method: To have the common event check to see if your characters have leveled up, make a variable for each character called "Character A's Current Level." Set that variable to match the character's current level. Your common event is a parallel process. Create a loop. Have a conditional branch check to see if a switch called "Character A Levels Up." If this switch is off, have a conditional branch compare Character A's current level to the number stored in the variable "Character A's Level." If the number is the same, tell the game to wait x frames and it will repeat these checks continuously. If the number is not the same, you can turn on a Switch "Character A Levels UP".  Have the event check how many levels different (in case the character gains multiple levels from one fight). To do this, you'll need 3 variables. The first 2 will be "Character A's Current Level" and "Character A's New level." Save the difference in the third variable called "Character A's Level Diff." The number of levels will later be applied to the number of modifiers your character is currently assigned to.
    Next, the common event will check to see what master is assigned to your character. If "Character A's Master" is = to 1, it will apply the modifiers of master 1. Use the change character attribute option to increase/decrease each stat by the number associated with the master.
    What if your master has a penalty that exceeds your character's growth? The goal is not reduce previously earned stats. The goal is to only affect the stats gained at level. Earned stats will remain the same, not decrease. For example, Character Joe gains 1 intellect at level 20, but Master Greg has a modified of -2 for intellect. You don't want to reduce Greg's intellect by 2, just 1.
    This means you will have to have the event store the characters stats to a different variable for each of their stats for their current level and then for their new level. Example: "[v0001] Joe's Current Intellect" and "[v0002] Joe's new Intellect." Then have the common event compare these variables and store the difference in another variable, "[v0003] Joe's intellect diff." If the difference in Joe's intellect is 1, and Greg's modifier is -2, you only want to have the game determine if Joe's growth is greater or less than Greg's modifier. Yes, make variables for each of greg's Modifiers. If Greg's modifier is greater than or equal to Joe's growth, subtract 2 from Joe's intellect. If Joe's growth is less than Greg's modifier, subtract Joe's growth from Joe's intellect.
    Before applying the modifiers, have the game check the "Character's level difference" variable. If the difference is 1, apply the modifiers as above. If the difference is 2 or greater, you'll want to use a loop to apply the modifiers multiple times. Each time the event gets to the end of the loop, subtract 1 from the variable "Character A's Level difference." Then have the event check to see if the variable "Character A's Level difference" is greater than 0. If yes, repeat the loop. If no, break out of loop.
    *NOTE: If the character gains multiple levels from one battle, there is no way for the event to accurately apply negative modifiers without a possible consequence of reducing previously earned stats. As a result, a character's stats can decrease rather than remain the same. To avoid this...
    If the event determines that the character's difference in level is 2 or greater, you'll want to apply negative modifiers differently. Have the event apply all the positive modifiers during all the loops. Then, apply the negative modifiers just once after breaking the loop. As a consequence, the character can retain stat points that they should have lost. Players can possibly exploit this flaw, but it's better to let them have a freebie than to take away something they've earned.
    After the common event has done all this work, tell the common event to record Joe's new level in the variable Joe's Current Level and have the variable record all of Joe's new stats in the variables for his Current Stats.

Tuesday, January 7, 2020

Breaking Skyrim: Coming to a Theater Near You

How to Make Broken AF Equipment by Cheesing the Crafting System

Introduction
By exploiting a bug in the crafting system, you can create fortify enchanting potions that improve your enchanting by several thousand percent which will enable you to put incredibly powerful enchantments on your equipment. I can kill a dragon in three hits, my restoration spells cost 0 magicka,  and I have over 1200 health in a dress.

Resources Required
-Equipment with "Created Potions are More Powerful" ability (fortify Alchemy Enchantment)
-Fortify Restoration Potion ingredients (for several potions)
-Fortify Enchantment Potion ingredients (for several potions)
-Equipment to enchant such as weapons, armor, clothes, jewelry (several, why not?)
-Grand Soul Gems filled with grand souls (several)
-Desired Enchantments (fortify one-handed, etc.)

Fortify Restoration Potion Ingredients (Any combination of 2)
-Small Antlers
-Salt Pile
-Small Pearls
-Cyrodilic Spadetail (red/pink fish?)
-Abecean Longfin (blue fish?)

Fortify Enchantment Potion Ingredients (Any combination of 2)
-Blue Butterfly Wings
-Hagraven Claws
-Snow Berries
-Spriggan Sap

Other Preparations
Build your skill with alchemy and enchanting and invest perks to increase the effectiveness.

30 Alchemy
Alchemy 30 with 4 perks: Alchemist (2/5), Physician, and Benefactor. I found that this exploit would not work if Alchemist was only at (1/5), but it worked at (2/5)!

Process
Once you have everything in the resources required section, you will want a location with a crafting table and an enchanting table side by side, such as the wizards lab in Dragonsreach.
1. Equip your apparel with the created potions are more powerful ability.
2. Craft 1 fortify restoration potion
3. Unequip your apparel with the created potions are more powerful ability
4. Drink your fortify restoration potion
5. Repeat 1 through 4. You will see the percentages of effect increase and increase. Once you begin, you can't stop.
X. When you finally craft a fortify restoration potion with a number like 10,000 percent (higher if needed), drink it, and quickly craft several fortify enchanting potions (which should give 3,000% enchanting). Percentages vary depending on your character's stats. If you can't create potent enough potions, build your alchemy skill and invest some perks. You'll have to figure it out.
     Drink your Fortify Enchanting potion when you're ready to enchant an item. You have to be quick or this potion may wear off before you complete a single enchantment.

Warning
The game may crash. Potions that are too powerful may crash the game. Equipment that is too powerful may crash the game. The game is not likely to crash until the numbers become obscene, like one million percent.

References
Ymfah "How to be OP and Break Skyrim"
https://www.youtube.com/watch?v=Ju0Uw_E1iqg

TheSpiffingBrit "SKYRIM A Perfectly Balanced Game With No Exploits - Can You Beat Skyrim With Only A Fork Challenge"
https://www.youtube.com/watch?v=GmUtltvUQX0

Sunday, November 24, 2019

COPPA and Youtube

I don't know why COPPA is a youtuber's responsibility. If I create any video that a child might like and my video settings make it use advertising, I can get fined by the FCC? Not sure how that's my problem if I'm not in charge of the ads or the ad mechanics. Whathever. I have 60 Resident Evil gameplay videos I set to private. Below is a list of things you can do about this COPPA thing and I don't even want to contemplate how this could be some censorial conspiracy to control the internet and control the types of ideas we spread online.

1. Complain to the FCC with well reasoned and respectfully argued points using data and specific real world examples.
2. Leave youtube forever and resume your normal internet video making career on pornhub instead.

If anyone has any other ideas, I'm open to it. Why don't we start our own video uploading platform that can exist without ad revenue? Maybe take a share of each video makers donations and pay pal stuff and sponsorships and fundraising and merchandise peddling only.

The trick is you have to still comply with youtube content guidelines but now you have to make your content less appealing and certainly not kid friendly. I suspect people will just have to invent a new language to get around this like a code or a thieves' cant. Anytime Nintendo's Mario is the subject of the video, you can't say his name or show a picture of him. Instead, you'll have to refer to him by a code name and only use symbols for visual representation, like a chemical symbol Ju (that stands for Jump, Mario is a chemical made from Ju).

So here's a list of other things you can do to keep your videos in the clear. 
1. Make boring af thumbnails. Use old timey photos of old timey hats.
2. Put an audio and visual disclaimer "This video is not suitable for anyone under 13" in the first 5 seconds of your video. Do not say "this video is intended for anyone 13 and up." You need to explicitly say "not suitable."
3. Put "Mature Content" in the front of all your titles. Example: "Mature Content - Let's Play Pokemon Sword part 23"
4. Do not use saturated colors. Use a lot of neutral colors or black and white. Actually, make all your videos in black and white. Actually, just upload the audio only and make sure the video is just black.
5. Use less art assets and get new art assets that would not be suitable for kids or put all your assets through a good to garbage filter in photoshop so that everything looks like crap. This includes sound effects and music. Instead of the theme from Superman, use death metal instead.
6. Take your shirt off (male) and open your shirt (female). The Youtube community decided long ago that shirtless videos were tacky. Guess what's coming back into style?
7. Allow quality to slip in your videos. Shoot and edit your videos with "poor quality" in mind. Put a book under one of the legs of your tripod. Kids don't want to watch crooked videos probably.
8. Talk like a robot. Be boring. Talk like you're depressed and bored. Use your plainest voice possible. Be monotone and grammatically correct at all times. Present your videos like you're really sad or like your extremely light headed and you may pass out every other sentence. Introduce bad sound mixing and use poor quality microphones.
7. Eat like a slob in your videos. It's not interesting or funny and kids don't want to watch that.
9. Dress in professional attire and get a business hair cut or wear your hair up. Actually, shave your head. Shave your eyebrows too. Don't wear any make up either.
10. Get rid of attractiveness in your backgrounds. Make sure the only thing in your shots is you and a plain white wall. Tack a turd to the wall.
11. Be creepy. Light your videos like a creep. For inspiration, watch horror movies about scary, creepy mother fuckers and imitate the cinematography in your videos. Shoot as much guerrilla style as you can. Imitate creepy characters and try to invoke genuine fear rather than amusement.
12. Talk about cement mixing a lot.
13. Say "I'm God" and tell everyone to kill puppies a lot.
14. Break your own fingers on video. No one wants to see that shit.
15. When streaming games such as Mario Party or Pokemon, obscure the gameplay footage with random bullshit and turn it upside down. Make sure if you appear in the video that you're performing various icky animal husbandry tasks on sick ranch and barn animals.
16. Pick your nose till it bleeds, then shoot the video. Do not clean off your face or attempt to stop the bleeding.
17. Make your video with your back to the camera. Studies show that kids are bored by the back of peoples heads.
18. Write the words "fuck you" across your forehead. Flip the bird a lot.
19. Only film your shins. Nothing below the ankle or above the knee is allowed. Say "the moon landing is a hoax" randomly once per minute.


That's all I have for now. Youtubers are going to have to get really creative and I'm interested in seeing what they do and I hope some of it is as clever as what's on this list. Seriously though, put in a disclaimer, only make your videos in black and white, intentionally skimp on quality and assets or impose poor quality. We got this.