[RM2K3] HAVING A BIT OF A "WRITER'S BLOCK" REGARDING BATTLE COMMANDS

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Well, the thing is that I want to make special commands for my characters. I have no problems with variables and switches and I can manage with tutorials and such. My issue is... I actually can't think of any ideas regarding special commands.

I have two obvious choices done: Steal and Scan. But I kind of backed myself in a corner; the most common option would be to make different sort of skill sets, such as black magic, white magic, blue magic or battle commands. However I use several switch based support spells which I can't put in a specific category (If I am mistaken here please let me know) so different kinds of magic wouldn't really work on separate menus.

Also I want to avoid simple attack or heal commands that may become overshadowed by magic or may overshadow magic or items, I was thinking of something that may be useful regardless of the stage of the game.

At first I thought I should just drop the idea and turn Scan and Steal into spells, but... eh, I didn't lose anything asking for a bit of advice.

A couple of details: I only have two characters in the game, both can learn the same magic form an AP based system, including physical attack spells, both can access to the same commands and all. My idea was to make the things so you can pretty much customize however you want characters, to an extent. The special commands would be "equippable" to the commands, you chose from a menu what special command you will carry in battle.

Thanks in advance

EDIT: I could come with a few ideas now:

-Provoke: This turn all enemies target the user (doesn't work on a couple of bosses)
-Lucky: Raises chances of getting item drops after battle.
-Double cast: Self explanatory, but only useable at intervals for balance.
-Double Item: Same as double cast but with items.
-Flee: Always escape from fight, of course doesn't work on bosses.
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-Summon. Summons a random minion. Goes on a cooldown after the summoned minion dies/disappears.
-Power Suit. Equips character with a power suit, making him stronger and more durable while it's active. The suit breaks after taking certain amount of damage. Goes on a cooldown after the suit breaks.
-Stance Change. Swaps out character's skills for another set of skills.
-Darklight. Change all healing into damage and vice-versa.
-Absorb Element. Make a character absorb all elemental damage from the elemental he's last been hit with.
If you're looking for skills/spells that do not become obsolete after a certain point I would suggest using scaling attacks that are based on your stat values.
For instance: An attack that does X2 of the 1st Actor's ATK or INT or DEF, etc.

I am aware that you said you are familiar with variables and switches but I'll just type it below just in case.
Variable 1 = Actor 1's ATTACK or MIND (Int)
Variable 1 x 2
Variable 2 = Enemy 1 DEF or MIND
Variable 1 (Actor's 1 ATK/INT x 2) - Variable 2 (Enemy's DEF/MIND)
Show Animation on Enemy
Change Enemy HP : Enemy 1 - Variable 1 (can knockout)

Up to you basically what Variable you want to store in Variable 1, Money, HP, Max HP, MP, Max MP, etc.
author=Milennin
-Summon. Summons a random minion. Goes on a cooldown after the summoned minion dies/disappears.
-Power Suit. Equips character with a power suit, making him stronger and more durable while it's active. The suit breaks after taking certain amount of damage. Goes on a cooldown after the suit breaks.
-Stance Change. Swaps out character's skills for another set of skills.
-Darklight. Change all healing into damage and vice-versa.
-Absorb Element. Make a character absorb all elemental damage from the elemental he's last been hit with.


Hmm... the Summon command and the Absorb one gave me some good ideas. Thanks!

author=Noovo
If you're looking for skills/spells that do not become obsolete after a certain point I would suggest using scaling attacks that are based on your stat values.
For instance: An attack that does X2 of the 1st Actor's ATK or INT or DEF, etc.

I am aware that you said you are familiar with variables and switches but I'll just type it below just in case.
Variable 1 = Actor 1's ATTACK or MIND (Int)
Variable 1 x 2
Variable 2 = Enemy 1 DEF or MIND
Variable 1 (Actor's 1 ATK/INT x 2) - Variable 2 (Enemy's DEF/MIND)
Show Animation on Enemy
Change Enemy HP : Enemy 1 - Variable 1 (can knockout)

Up to you basically what Variable you want to store in Variable 1, Money, HP, Max HP, MP, Max MP, etc.


I actually did consider this and it works well enough to be useful from beginning to end. However the issue is that by later stages of the game the command would overshadow magic. This is noticeable in the Golden Sun games where by the last stages Weapon Skills deal much more damage than psyenergy (regular magic) because the use attack multipliers to the point all you do in fights is heal and use unleashes. However the idea could make some good end game spells or attacks, you know, that cool stuff you get on sidequests akin ultimate weapons.

Thanks for the help to both! I got some good ideas!
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