[RMVX ACE] HOW TO IMPLEMENT THIS SYSTEM?
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I got an idea for a game, but I'm not sure on how to implement it...
I want to use the Dual Set-Up System from Castlevania: Circle of the Moon
Simply put, you have Action Cards and Attribute Cards, mix them in any way you want to get different skills, for example: Mercury changes the element of the whip attack, Mars gives you different weapons, Neptune makes you immune to certain elemental attacks, Saturn summons familiars and Uranus summons creatures that attack everything on the screen, etc.
The Attribute cards changes the element and the way the skills works, Mars + Salamander gives you a fire sword while Mars + Black Dog gives a slow but powerful gun
The problem, I don't know how to implement it, I don't know shit about scripts so I can't use that, but I got some ideas but I'm not sure if any of them are possible:
- Use the cards in a battle, you first select an action card and then select an attribute card (maybe in the items section or add them in the "skills" section), I don't know if it is possible with conditional branches or if it would be too hard to do
- A "forge", find the cards, go to the forge, put a combination of cards and you will learn the skill and can use it anytime in battle without problems (This would be nice for the Mars combination, create the weapon and equip them in the menu)
- If that is too hard, then go the easy way, now instead of combining the cards Mercury + Salamander to get a fire whip you simply find the card "fire whip" and learn the skill, more boring but easier and simple to do
Another idea I had was to not make "infinite cards" so you just can't spam the summons over and over, you have to find new cards everytime they are used (although this would be kinda annoying)
So, what do you think?
I want to use the Dual Set-Up System from Castlevania: Circle of the Moon
Unique to this game is its DSS (Dual Set-Up System) for magic, based around magic cards. This gameplay mechanic allows the player to unleash dozens of interesting abilities via combinations of two different magic cards: one Action card and one Attribute card. For example, the player can combine the "Mercury Card" (Action card with the power of whip enhancement) with the "Salamander Card" (Attribute card with the power of fire), obtaining a fire elemental whip attack as a result.
Simply put, you have Action Cards and Attribute Cards, mix them in any way you want to get different skills, for example: Mercury changes the element of the whip attack, Mars gives you different weapons, Neptune makes you immune to certain elemental attacks, Saturn summons familiars and Uranus summons creatures that attack everything on the screen, etc.
The Attribute cards changes the element and the way the skills works, Mars + Salamander gives you a fire sword while Mars + Black Dog gives a slow but powerful gun
The problem, I don't know how to implement it, I don't know shit about scripts so I can't use that, but I got some ideas but I'm not sure if any of them are possible:
- Use the cards in a battle, you first select an action card and then select an attribute card (maybe in the items section or add them in the "skills" section), I don't know if it is possible with conditional branches or if it would be too hard to do
- A "forge", find the cards, go to the forge, put a combination of cards and you will learn the skill and can use it anytime in battle without problems (This would be nice for the Mars combination, create the weapon and equip them in the menu)
- If that is too hard, then go the easy way, now instead of combining the cards Mercury + Salamander to get a fire whip you simply find the card "fire whip" and learn the skill, more boring but easier and simple to do
Another idea I had was to not make "infinite cards" so you just can't spam the summons over and over, you have to find new cards everytime they are used (although this would be kinda annoying)
So, what do you think?
Using events, you would make one variable for the Action cards and another for the Attribute cards.
Make a custom menu (look for a tutorial on those) where you select the cards you want and it updates the two variables.
Then, when DSS mode is active, have Conditions check the cards and determine which effect you get.
That much can be easily implemented in any RM engine.
The forge idea sounds good. Use a custom menu and Conditions as mentioned above, and also check if the player already knows the skill before you learn it.
Make a custom menu (look for a tutorial on those) where you select the cards you want and it updates the two variables.
Then, when DSS mode is active, have Conditions check the cards and determine which effect you get.
That much can be easily implemented in any RM engine.
The forge idea sounds good. Use a custom menu and Conditions as mentioned above, and also check if the player already knows the skill before you learn it.
The first part could be done using Kread-Ex's Skill Fusion script. Actually, this is exactly what that script i about. I'm not sure where to get it though, since I got my copy from ROI. A quick google search might bring it up.
author=Avee
Using events, you would make one variable for the Action cards and another for the Attribute cards.
Make a custom menu (look for a tutorial on those) where you select the cards you want and it updates the two variables.
Then, when DSS mode is active, have Conditions check the cards and determine which effect you get.
That much can be easily implemented in any RM engine.
The forge idea sounds good. Use a custom menu and Conditions as mentioned above, and also check if the player already knows the skill before you learn it.
Hm... The first idea sounds good, correct me if I'm wrong, you choose the cards outside battle and you use a skill to activate it in battle (use a state to check the variables) except for a problem, you can't change skills in mid-battle, is there any way to make the skills change variables? inside and outside battles? and can I replace the defend command for the activate skill?
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