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Wow! I guess to balance it out, making a custom potion that's just the same as an already existing one might mean that it's more inefficient, or Brill might be smart and refuse to do that?

I wonder how good the Omega Potion will be? But then again, given the Research Points requirements, making anything really powerful will be similarly costly to make a recipe and then to craft... And we're restricted to the prime Elements, so that's another limit.

The smart use for potion-users would probably be making element combos that don't currently exist, like Water-Fire, Ice-Fire, Earth-Thunder and Ice-Wind? Their utility might leave something to be desired, though, so not that smart? Heheh.


Reminds me of https://tvtropes.org/VideoGame/IMissTheSunrise:

Developer's Foresight: Due to the way the weapon creation code works, there is a hard limit on the number of weapons that can be created in a single game. The limit is absurdly high, so the player probably won't even get close to it in normal gameplay, but if they do, Mahk changes his dialogue when weapon creation is attempted.

...

Has RPG Maker MV gotten past that, or is the limit also silly high?

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Making a custom potion that's just an existing one will likely be slightly inefficient, but not too much since you also have to spend the research on it. I'm still working out all the numbers.

The Omega Potion will be powerful, but it'll be expensive to make as well; it definitely will not be something you throw down in every fight.

I've been floating the idea of dual-elemental potions as an added effect! It'd be some extra work to make it tie in to the status effects, but it'd be pretty cool. An Ice/Wind combo in particular would work together really well, while I can definitely see direct-damage uses for combos like Ice/Fire.

The original plan was to use the built-in data structures to make room for only three, but I've learned more about RPG Maker and JS in general; if I manually make some data structures to hold the custom mixes, I could potentially aim for a bigger number without bloating the gameVariables too much. The tricky part will be getting the crafting menu to play nice with it, but I already have to do that anyway.

I'd really only be capped by how many item slots I prepare for My Mix, as I've got to save some room for other items. The player would have to overwrite a mix after reaching the cap, likely allowing some of the research used for that mix to be put towards the next formula and refunding the ingredients used for any copies of the mix in the inventory. That said, fifty slots should probably be enough.

(7 edits) (+1)

EDIT 3+: Slight Math Error:

Pure Shield + Fire Affinity + Cover Affinity = 104% Ice Weakness, not 105% as it should be, as 70% * 1.5?

...

This bookshelf doesn't have any interaction?


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Given how many potions are already available, and any smart potion user would be using Recycling as well, and then there's all the other ways to get ingredients, a person's favorite potions should be easy to keep from running out, so finding useful gaps to fill with personal mixes are probably small, and therefore 50 does sound like a good number!

EDIT: The most useful idea I have right now, is an Omni-element potion, to best use the equips that give boosts to every element Amp, depending on how strong those Amps are.

Would be crazy to wear every Affinity badge just for that, giving me 210% Amp in everything: Unusually Strange Hat, Sage Cloak, This Thing 3, All the Affinities, and Elemental Fury.

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The biggest issue with an Omni-element potion is that, if I make it possible, it'd probably have a steep Research cost, and it'd also run afoul of a lot of resistances and especially Immunities or Reflect effects. Running it with a full amp set would absolutely shred anything that doesn't have access to any of those, though, especially since Thunder would give it Block piercing by default.

It looks like I forgot to set the layer of that bookshelf after it's examined the first time. That'll be fixed in the update!