Dev Diary 7
11/19/25
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Today's goal: more weapons!
Find a way to translate the EC stat boosts to RPG Maker. elem potential boost can just be elemental damage on basic hit.
can likely ignore Heal Stat, as that works through a combination of m.Atk and m.def in RPGM
I think the specific poin value boosts can go in flat increases, the "ATK BOOST 1" modifiers can be percentage based. say, 5% each stack? ATK would split that between physical and magical evenly.
Not sure what to do with the flat rates of atk, matk, heal...fuck it, let's just throw it in and see what happens.
So Jiggy Fam would be 547 atk, 573 matk, Quaga (obv), +46 matk, Earth damage, and +10% matk...we'll try that out.
Note: Looks like we can't boost the damage rate of specific elements...think I might ignore element potential boosts in equipment, unless theres a specific elemental damage in the equipment attack. then basic attacks with that weapon will have said element.
However, found a special parameter called Pharmacology in rpgm (who knew?) that adjusts healing efficacy. Heal pot. can go there; Pharm boost % = Heal stat in ever crisis/10.
Weapons Added:
Glenn
> Jiggy Fam
> Hardcore Squad
> Rest in Peace
> Piece of Cake
> Shockbuster
> Apology in Hell
> Tweaked Personal Style and Crewkicker to fit new combat balance.
> Command Abilities for the above are also input.
Matt
> rebalanced Broadsword Axis and Orthodox Raven
> Absolute Royal
> Prime Number
> Espee Rapiere Next-G
> Core Defender
> Stingray
> Slick Beetle
> Centipede
Lucia
> Rebalanced V39 and Pulse Gun
> Serpent Eater
> Tranquilizer Gun
> SSR1976
> Mad Minute
> Black Rifle
> Barn Swallow
> Shinra Ceremonial Rifle
Sephiroth
> Rebalanced Nameless and Glaireid
> Aonibi
> Northern Lights
> Prototype Crimson Blade
> CC Alloy Sword
> Mythril Type-0 Katana
> Shinra Blade: Model 1
> Dark Heavens
Angeal
> Type 90 Longsword
> Greatsword (A)
> Type-91 Two-Hander
> Shinra Greatsword: Model 1
> CC Alloy Greatsword
> Stalwart Integrity
> Innocent Warrior
> Gargantuan Monolith
> Lightning's Sword (had to include ffxiii, its my fave)
All associated Skills are also input and attached to their respective weapons.
Damage has spiked CONSIDERABLY with the new stat modifiers input. That makes sense, as these are scaled to max level and rarity weapons.
As such, bosses should have TONS of HP, attack and defense to compensate. Mobs can have less, to present a slightly lower challenge (this seems obvious now that I write it down).
Goal for mobs - 2 to 3 turns of combat (25k-40k range of hp).
Goal for bosses - upwards of 10, significant chance of failure. (100k+ hp)
Final Fantasy VII The First SOLDIER (Fan Remake)
An offline, fan made remake of FF7 Ever Crisis' original story campaign.
| Status | In development |
| Author | Fractured Gems |
| Genre | Role Playing |
| Tags | Fangame, JRPG, No AI, RPG Maker, RPG Maker MZ |
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