User:RadiantDarkBlaze/SR Modding Plans

I'm gonna dive in and do it. Just do it. I'm gonna mod Stick Ranger, and make a completely custom map. It's about damn time I get around to doing something relatively productive instead of letting my imagination sit there and rot. Here's my battle plan and what I have so far:

=Battle Plan=


 * 1) Compos are what break the balance of the original Stick Ranger, so plan those out first and base everything else game balance-related around them *done*
 * 2) How do you know how much LP to give the enemies when you don't even know how much DPS they're supposed to hold up against for at least a short while? You don't, so get the weapons and their stats figured out before figuring out enemies' LP; keep the weapons roughly balanced with each other while you're at it.
 * 3) Meow like a cat. (no not really but knowing you you probably will anyway so meh-ow) ;3
 * 4) Got all of the compos and weapons figured out? Awesome. Looks like some of it isn't possible with the current compo item effect codes though, so go get (well hopefully more like "kindly ask") Ivan to either code those effects for you or better yet tutor you on how to make your own effect codes in the future.
 * 5) Start coding in all of the compo items and weapons, as well as a stage with enemies with no attacks to test everything on as you code stuff in.
 * 6) Have a bad time with the coding process, but (with a few short breaks when really and truly needed) ultimately suss everything out. (Hey, at least you fucking well planned for it, so don't be surprised by it in the least when it happens dammit) ;P (D
 * 7) Using that stage you coded with harmless enemies, check roughly how long the enemies can stand up for in any given team's barrage of attacks. Adjust the enemies' LP as you see fit, though hopefully all weapon and compo balancing has had a big fucking checkmark scribbled all over it by this point ;D
 * 8) Begin making more stages and trying to create a difficulty curve that doesn't turn it into Donalducking Irritation Stickman. (That would be as irritating as Donald's inability to cast Cure at the appropriate times).
 * 9) Get sidetracked by Monster Box. (Wait wut? No go play KH2.8!- That may very well be out by the time you get to this point knowing you) >;P
 * 10) Keep going at it until all planned weapons and compos are dropped by enemies + the max level is 140.
 * 11) Play around with tilesets in different stages if you haven't been doing that already as you went and possibly create an actual map instead of that pitch-black space you've been calling a "world map". You may need or want to adjust stage positions while creating a proper map.
 * 12) Maybe go to bed every once in a while?? Just a thought.
 * 13) Play through a few more times, just to double-check the difficulty curve and overall enjoyability. Tweak a few more things as needed or as you see fit.
 * 14) Make an alternate map using identical items as the first but with completely different enemies as well as a completely different stage layout. Since you have everything balanced properly at this point and you have more experience at this point, make sure you get the aesthetics perfect as well as you go along this time; map, tilesets, enemies, enemy attacks, everything really. No need to worry too much about the aesthetics of the first map beyond of course the weapons, but the second map must be perfect.
 * 15) Give yourself a big pat on the back if you honestly managed to get all the way to completing all work on the second map. Enjoy your second map for a while. Not long enough to let your imagination rot all over again though >;P
 * 16) Make a third map only if you really, really must. Rename all compo items + give them unique icons and make completely new weapons if you do. Find a way to give this map a storyline. Yes, give a Stick Ranger game. A storyline. It damn well better be a good one at that, whether it takes the path of seriousness, the path of comedy, or the well-respected middle ground. This is not the main job. This is the post-job optional work. Again, only take it on if you really, really must.
 * 17) ... You're still reading, huh? Are ya' just bored, or did you actually start that daunting job? Well, if you did, figure out the story while considering the means that you're restricted to. Since unlike your past self here (me) you've actually really had a lot of experience with the code for this game, you'll know what to do from there far better than me. I'd only ever know if I get to it and work hard enough towards becoming you >;P
 * 18) ... There's no way that the reason you're reading this is because you're actually worthy of the praise for successfully completing the third map and even getting kudos on the story in it, is there...? If you did do it but without praise for the story, buck up and restart from step #16. Complete with the "only if you really must" part. Feel free to recycle assets from the first attempt at the third map that you feel were good though. Otherwise, if you really and truly did it fully successfully... congrats. Since I'm doubtful I'll get there anytime soon, I have no idea what else to say.

=Compo List=

Note
Completely figured out, but the list is completely unpolished formatting-wise. Probably something you should polish up at some point or another because otherwise others will have a bad time trying to understand what the mess they're looking at. ("Mess" is a four-letter word. Deal with it). ;P

For those other than myself; levels 1-5 for any compo use their normal rate per level. After that, from level 6 onward the rate doubles. This means that level S will be 15 times more potent than level 1 of the same compo. There are a few compos that don't follow as strict a pattern. These are the Blessed Charm, Gaze's Card, and Knockback's Card. This is mostly because I consider those more utility items than strictly defensive or offensive items.

List Start! ;P xD ;D
Black Stone, Yellow Crystal, Bullet's/Flare's/Expansion's Card: +20% (LP/AT/bullet/residue/size) per level (20%, 40%, 60%, 80%, 100%. 140%, 180%, 220%, 260%, 300%)

Red/Green/Blue Stone: +6 (STR/DEX/MAG) per level (6, 12, 18, 24, 30. 42, 54, 66, 78, 90)

White Stone, Long Sword's/Heal's/Vampire's/Catapult's Card: +2 (STR+DEX+MAG/sword length/heal by attack/% LP per damage/Range) per level (2, 4, 6, 8, 10. 14, 18, 22, 26, 30) (Catapult's Card- multiply value by 10)

Cyan/Magenta/Yellow Stone, Silver Crystal: +3 (STR+/DEX+/MAG)/(Defense) per level (3, 6, 9, 12, 15. 21, 27, 33, 39, 45)

STR/DEX/MAG Exchanger: +12 main stat -4 other stats per level (12/4, 24/8, 36/12, 48/16, 60/20. 84/28, 108/36, 132/44, 156/52, 180/60)

STR/DEX/MAG Distributor: -8 main stat +6 other stats per level (8/6, 16/12, 24/18, 32/24, 40/30. 56/42, 72/54, 88/66, 104/78, 120/90)

Black/Purple Crystal, Quick's Card: +~20% effective (LP/DPS) per level (17%, 29%, 38%, 45%, 50%. 58%, 64%, 69%, 72%, 75%)

Red Crystal: AT +(3-6) per level (3-6, 6-12, 9-18, 12-24, 15-30. 21-42, 27-54, 33-66, 39-78, 45-90)

Emerald, Peridot: Poison (AT/Time) +50% per level (50%, 100%, 150%, 200%, 250%. 350%, 450%, 550%, 650%, 750%)

Ruby: Fire AT +(2-3) per level (2-3, 4-6, 6-9, 8-12, 10-15. 14-21, 18-27, 22-33, 26-39, 30-45)

Sapphire: Ice AT +(4-5) per level (4-5, 8-10, 12-15, 16-20, 20-25. 28-35, 36-45, 44-55, 52-65, 60-75)

Topaz: Thunder AT +(0-9) per level (0-9, 0-18, 0-27, 0-36, 0-45. 0-63, 0-81, 0-99, 0-117, 0-135)

Garnet: Fire Length +15 frames per level (0.3s per level) (15/0.3s, 30/0.6s, 45/0.9s, 60/1.2s, 75/1.5s. 105/2.1s, 135/2.7s, 165/3.3s, 195/3.9s, 225/4.2s)

Aquamarine, Big/Gold rush Card: +5% per level (5%, 10%, 15%, 20%, 25%. 35%, 45%, 55%, 65%, 75%) (Big Card- multiply value by 10)

Diamond: Freeze time +4 frames per level (0.08s per level) (4/0.08s, 8/0.16s, 12/0.24s, 16/0.32s, 20/0.4s. 28/0.56s, 36/0.72s, 44/0.88s, 52/1.04s, 60/1.2s)

Gaze's Card: +% bounce-pierce chance per level (15%(bounce), 35%, 50%, 70%, 85%. 100%, 25%(pierce), 50%, 75%, 100%)

Guide's Card: +10 guide length per level (10, 20, 30, 40, 50. 70, 90, 110, 130, 150)

Bullet's Card: +1 bullet per level (1, 2, 3, 4, 5. 7, 9, 11, 13, 15)

Explosion's Card: 100% chance splash damage, but lower AT (-60%, -50%, -40%, -30%, -20%. 0%, 20%, 40%, 60%, 80%)

Critical's Card: 20% chance of AT +100% per level (100%, 200%, 300%, 400%, 500%. 700%, 900%, 1100%, 1300%, 1500%)

Assassination's Card: 5% chance of AT +400% per level (400%, 800%, 1200%, 1600%, 2000%. 2800%, 3600%, 4400%, 5200%, 6000%)

Berserk Card: AT +60% per level, DF -40% per level (60/40, 120/80, 180/120, 240/160, 300/200. 420/280, 540/360, 660/440, 780/520, 900/600)

Knockback's Card: 20% chance per level of Knockback 50 (20%, 40%, 60%, 80%, 100%. 60, 70, 80, 90, 100)

Katana's Card: AT +10% per level, sword length +1 per level (10%/1, 20%/2, 30%/3, 40%/4, 50%/5. 70%/7, 90%/9, 110%/11, 130%/13, 150%/15)

Guardian's Card: Ring +1, LP +17% per level (17%, 34%, 51%, 68%, 85%. 119%, 153%, 187%, 221%, 255%)

Hourglass: Drop rate, gold, EXP +10% per level (10%, 20%, 30%, 40%, 50%. 70%, 90%, 110%, 130%, 150%)

Blessed Charm: Noticeably reduces the chance of Poison/Slow/Freeze per level (50%, 62%, 75%, 80%, 85%, 90%, 92%, 95%, 97%, 100%)

Magic Amp's Card: +60% MP per level, +120% Bonus AT per level (60/120, 120/240, 180/360, 240/480, 300/600. 420/840, 540/1080, 660/1320, 780/1560, 900/1800)

Items listed that aren't possible yet
Emerald, Peridot: Poison (AT/Time) +50% per level (50%, 100%, 150%, 200%, 250%. 350%, 450%, 550%, 650%, 750%)

Gaze's Card: +% reflect-pierce chance per level (15%(reflect), 35%, 50%, 70%, 85%. 100%, 25%(pierce), 50%, 75%, 100%)

Explosion's Card: 100% chance splash damage, but lower AT (-60%, -50%, -40%, -30%, -20%. 0%, 20%, 40%, 60%, 80%)

Guardian's Card: Ring +1, LP +17% per level (17%, 34%, 51%, 68%, 85%. 119%, 153%, 187%, 221%, 255%)

Hourglass: Drop rate, gold, EXP +10% per level (10%, 20%, 30%, 40%, 50%. 70%, 90%, 110%, 130%, 150%)

Blessed Charm: Noticeably reduces the chance of Poison/Slow/Freeze per level (50%, 62%, 75%, 80%, 85%, 90%, 92%, 95%, 97%, 100%)