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MP-POWERED SHIELD

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So, I'm preparing myself to make a new, cyber-punk themed project, ivolving standard RM2k3 battle system. And I'm thinking of making an equipment item (call it ShieldBelt if you like :P) that uses up one's MP pool to protect one from damage dealt by enemy (either by reducing damage output to 1 or totally ignoring any). Additionaly, as such shield would be overpowered in some way, the character wearing it will not be able to use any skills.

But first I'd better be sure if this is even possible?

Regards
Nightowl
Remember when I actually used to make games? Me neither.
1577
I don't know, but not being able to use skills would make it pretty useless IMO.
author=Nightowl
but not being able to use skills would make it pretty useless IMO.

Plain attack, even if augumented with other items and character's weapon itself won't do?
Well... you could make a Condition that restores HP and drains MP, then give it to the belt. It wouldn't turn off when you run out of MP though.

Or you could make a battle event that runs every turn, checking to see if the character is below max HP (took damage recently) then restore him to full health and impart damage to MP. The benefit of this is that you could fine tune the effect of the belt, having actual damage dealt directly to your MP. The downside is aesthetics the player will see, and it may become more spaghetti code than I think.
author=Dyhalto
The downside is aesthetics the player will see, and it may become more spaghetti code than I think.

Right, I'm not Rave and I will definitly not meddle with overcomplicated stuff. Well, if it's impossible to do it other way, then it'll be better to abandon that idea at all.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This idea is not necessarily overpowered. It could be if you use it poorly, but that's true of any type of skill. The fact that you're using up your MP for the shield makes the silence side-effect pretty pointless - the character is already incentivized to not use skills. Each time he uses a skill he has to decide whether it's worth spending his HP to cast, since that's effectively what's happening - MP is being uses as HP. If a skill costs more MP than he'd lose from being hit once, is it worth using? Maybe so, maybe not. Depends on the skill, depends on the enemies, depends how close the enemies are to dying. Interesting balance factor, there. If your skills don't cost that much MP, and you have a good reason for leaving them at their current costs, then maybe also make the accessory double or triple MP costs of skills.

As for doing it in RM2K3's default battle system, it's possible, just maybe not in exactly the way you're picturing with a Diablo 2 style Mana Shield. Jude's idea isn't a bad one. An alternate way would be to lower the character's max MP to 0, raise the character's max HP by the amount his max MP was, and replace all his skills with versions that cost HP instead of MP. That has the same effect as a mana shield, and also lets you increase the costs of the skills very easily if you want. Store his old max MP in a variable for later, do you can undo it when he removes the accessory. And make sure to update the character's max HP and MP and that variable when he levels up. This could all be done in a single parallel process common event. The downside is you'd need a second copy of each skill, but the upside is there would be no battle events and it would look clean to the player.
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