SHARE YOUR BATTLE ABILITIES AND ALGORITHIMS

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^Title^

Here are some awesome ones I'm working on.

Edilace's Grace: 10% to chance to proc dodge when hit by a physical attack. When the dodge is proc, your character gains a shield which negates all magical damage for two turns and heals you for 10% of your character's Max HP.

Deimos Curse: On hit, 14% chance to curse human mobs.

Pillagers Remorse: Increases success rate of steal by 17% for 4 turns. If steal crits while this effect is on, 50% of the loot acquired is given to charity.

Mega Firaga: Burns 3x+y/level

Darkness Infinite: Shades of Darkness. confuses all party and enemies.

Reset! : Heals all party members and enemies and removes all status ailments.

Martyr: All party members blow up down to 1 health. Enemies take lots of damage additional bonus damage of 20% of their maximum health for 3 turns. This effect works with only holy damaging abilities.

Confuse Ray: Confuses enemy mob that has the letters "R" "A" or "Y" in their name. This effect last for 3 turns and the final turn will make the mob attack themselves 100% of the time.
Decky
I'm a dog pirate
19517
Super France: Causes an enemy to retreat 6 percent of the time. Battle animation consists of waving the French flag.

Super France II: Percentage increases to 17.89 percent.

Kentona Staff: Any enemy with the letters R, M, N, or the numbers 4 or 0 will be hacked for a period of 5 actions. However, retreating from battle automatically teleports the party to one of 50 possible world maps...with no escape.
Confuse Ray: Confuses enemy mob that has the letter's "R" "A" or "Y" in their name. This effect last for 3 turns and the final turn will make the mob attack themselves 100% of the time.

Enemies becoming more vulnerable because of how thy are named? Funny how we hold the standard that our in game visuals must be realistic (see screenshot threads all over talking about how to be realisitic) but our gameplay can be totally nonsensicle. I am not saying I have a problem with the ideas; it's good to see you thinking things I have not thought of before. It's not an idea foreign to rpg games. Final Fantasy is famous for it with strange weapons like umbrellas and card decks... and lucky seven type skills. Just yeah, we can get away with so much more absurdity in our gameplay systems than we can with visuals.


*** What is with FFIV: The After Years? Seriously, at one point your party is in a sailboat and are trying to get to land fast because they ran out of fuel.
ulillilliannihilation: deal 7.2052E1.54E23 HP damages to all monster's regardless of level, race, creed, or neurological disorders of any participating parties
Max McGee
with sorrow down past the fence
9219
I agree with Illustrious. That said, Edilace's Grace and Reset are both really cool abilities, especially the former. although does it last all fight? Either way, the chance to initially proc dodge should probably be more like 20%.

Many of the others I could take or leave. Pillager's Remorse is not significant enough for me to ever take a turn using it, without knowing anything about the game. That 17% needs to be more like a 40% before that skill begins to look appealing, unless the 'Steal' skill does regular attack damage, in which case it would probably work better as a passive buff.

Are you handcoding this stuff from the ground up? A lot of this sounds quite difficult to implement in the EZ-Makers we all know and love.
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.
5478
The skillsets in Iniquity and Vindication are designed to make you want to not use the same ability multiple times in a row, usually. I do this using cooldowns, short status effects that make other moves work better, and longer status effects that make the ability less useful once the status is already applied. All status effects and other effects are 100% hitrate.

Here are all the skills of two of the characters. I am in the process of working on two others. I've kind of categorized them a bit.

James's Skills

Basic techniques: (free skills)
Attack - power 10, can critically hit
Chakra - restore 15 MP and a small amount of HP, and defend until next round

Dark techniques: (dark-elem single target with penalties)
Silhouette - power 15, delays James's next turn, 19 MP
Hate Wave - power 13, costs 10% of max HP, 0 MP
Ebon Defilement - power 25, raises enemy's pdef & mdef by 50% for 1 round, 2 round cooldown, 33 MP
Black Payment - power 20, revives all fallen allies, stuns James for 3 rounds, usable once per battle, 65 MP
Sword of Midnight - power 8, absorbs HP, lowers James's mdef by 25% for 2 rounds, 36 MP
Dire Gambit - power 20, only usable at <10% HP, 12 MP

Sword techniques: (multi target)
Preemptive Strike - power 7, hits all enemies that have full HP, 40 MP
Wind Crash - power 4, hits all enemies, wind elemental, all enemies and allies resist wind 33% for 3 rounds afterwards, 30 MP
Wide Curtain - power 5, hits all enemies, 5 round cooldown, 28 MP
Shockwave - Blade Beam style, power 10 versus main target, power 2 versus all other targets, 33 MP
Thunder Clap - power 3, hits all enemies, lightning elemental, delays all enemies' next turn, 1 round cooldown, 40 MP
Opposite Metal - power 4, hits n+1 random targets where n is the number of enemies, 3 round cooldown, 26 MP

Martial techniques: (non-elem single target)
Stunstrike - power 5, stuns enemy for 1 round, 4 round cooldown, 30 MP
Face Smash - power 9, lowers enemy's pdef by 33% for 1 round, 3 round cooldown, 25 MP
Pimpslap - power 12, silences the bitch for 2 rounds, 7 round cooldown, 18 MP
Colossal Fist - power 18, 3 round cooldown, 32 MP
Flash Strike - power 4, next turn comes twice as fast, no MP cost
Knuckle Remedy - power 10 + (x * 4), negates all debuffs on the enemy, deals more damage per effect, 16 MP

Ki techniques: (non-damaging)
Power Absorb - Lowers one enemy's att by 25%, raises James's att by 25%, lasts 3 rounds, usable once per battle, 15 MP
Blotted Life - Sacrifice 10% of own max HP to restore 25% of own max MP
Inspiration - Increases maximum HP of all allies by 33% for 5 rounds, 19 MP
Second Wind - Immediately resets all cooldowns of one ally, usable once per battle, 5 MP
Rallying Cry - Increases attack of all allies by 40% for 3 rounds, only usable below 50% HP, usable once per battle, 10 MP
Unending Energy - Increases James's attack by 30% and causes all skills to cost 0 MP for 3 rounds, no MP cost



Dak's Skills

Arcane techniques: (mana regeneration)
Mana Tap - Deal minor physical damage to the enemy, gaining MP equal to damage dealt
Focus - Gradually regenerate MP until the next time Dak is struck, and defend for one round
Overdose - Fully restore Dak's HP and MP, but lower his magic and healing stats by 40% for 5 rounds
Manastorm - Silence all enemies for 1 round and restore 10% of Dak's mana, usable once per battle

Support techniques: (status effects on enemies or allies)
Energize - Raise an ally's attack by 50% for 3 rounds, 11 MP
Debilitate - Cause an enemy to become weak (+33% damage) to a random element for 4 rounds, 52 MP
Dust Cloud - Blind all enemies for 1 round, 40 MP, once per battle
Entangling Vines - Slow a foe's turns by 25% and damage it over time, wears off if the target is damaged by any other ability, lasts 10 rounds max, 20 MP, usable once per battle
Protect - Increase an ally's physical defense for 5 rounds (you have 4 party members at a time), 16 MP

Elemental techniques: (single-target elemental damage)
Flare - Power 10, fire elemental, inflicts fire damage over time for 3 rounds, 2 round cooldown, 30 MP
Shard - Power 10, ice elemental, delay's enemy's next turn, 2 round cooldown, 30 MP
Windstorm - Power 10, wind elemental, lowers enemy's magic defense by 25% for 2 rounds, 2 round cooldown
Acid Rain - Power 8, toxic elemental, inflicts toxic damage over time for 6 rounds, 48 MP
Bolt - Power 15, lightning elemental, stuns enemy for 1 round, 7 round cooldown, 60 MP

Restorative techniques: (healing)
Healing Wave - Heals one ally for a large amount and all other allies for 30% as much, 55 MP, 2 round cooldown
Healing Wind - Heal an ally and increase Dak's magic attack power (not healing power) by 33% for 2 rounds, 38 MP
Flickering Life - Revive a fallen ally with about 10% HP but cause it to take fire damage over time for 3 rounds, 110 MP, usable once per battle
Earthmending - Increase the effect of healing spells on the target for 8 rounds, 65 MP
I've been playing around with some abilities that affect a target's position on the active-time-battle bar:

Gravity sink: Dark elemental attack that pulls enemy to the center of the ATB bar (in other words, slowing them down if they were about to act, speeding them up if they've just had their turn). At higher levels, the pull toward the center increases and the point of pull is further back on the ATB bar. At the highest level, it affects all enemies (powerful, but unwieldy).

Iron pin: Top-tier physical attack that devastates one enemy and pushes them back on the ATB bar. There's one catch: it only hits if the target is in the last 20% of its ATB (right about to act). Otherwise, it'll do no damage at all. Requires timing the charge-up for the skill and the speed of the target. At higher levels, the charge-up time is shorter allowing for more precise timing.
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.
5478
I hope your game is wait mode, Drakonais! Nevertheless, very interesting idea, not something I've ever seen before.
Adon237
if i had an allowance, i would give it to rmn
1743
Wait, how do you people do this? Is this in 2k/3, XP/VX?
NONE OF THIS MAKES SENSE!
Well I do have the following:
Level Down Skills
All of the Level Down skills, I think they are in FF8. They just lower the enemy's level set by a set value, I indicated in the name.
Like: Level Down 1: Lowers 1 level.
Level Down 2: Lowers 2 levels.
Guys, you have to be using XP/VX for these type of moves, cause I don't see how it is possible in 2k/3.
Anyways, how in the heck do you people make it so these things work. I am assuming you would need a script. Though I am a fail script writer, the only script I have ever written was a Caterpillar script.
Modifying your ATB bar? WOW.
Skills like Manastorm(LockeZ) that hit all of your enemies, and heal you? I am lost..
Marrend
Guardian of the Description Thread
20053
Guys, you have to be using XP/VX for these type of moves, cause I don't see how it is possible in 2k/3.


I remember making a buff in 2K that had all the stats check-marked. So not only did the thing restore health and mana, it increased STR, DEF, INT, and AGL by whatever amount the "base" was. To say the least, it got pretty out-of-hand.

I don't know 2K3 very well, but I think there's a percentage option status conditions in a similar vein that XP and VX uses.
Versalia
must be all that rtp in your diet
1281
Guys, you have to be using XP/VX for these type of moves, cause I don't see how it is possible in 2k/3.

It isn't. Lots of things possible with XP/VX are just not possible in 2k3. And yes, you do need to write some script.

This is a snippet I wrote for a skill that increases in power based on how many status afflictions you're suffering. The formula is Damage * (2 to the power of X), divided by X. Where X = number of statuses.

when "HULK"
        stpool = []
        base = (obj.base_damage * obj.atk_f) / 100
        mod = (attacker.atk / target.def)
        hp_dmg = base * mod
        for state in attacker.states # cycle through each of the actor's statuses
          if state.type?("DEBUFF") or state.type?("AILMENT")
            hp_dmg *= 2 # double HP damage
            stpool.push(state) # add the state into the made-up pool of status effects "st pool"
          end
        end
            calc_cri(attacker, obj) if rand(100) <= attacker.cri and stpool.size <= 1 # apply crits now if it's done
         break if stpool.size <= 1  # if there are no debuffs or ailments in the st pool we made, don't bother continuin
         statuses = stpool.size
         hp_dmg = hp_dmg / statuses # divide damage by that many
         # end formula: Multiply damage by 2 to the power of (# of Statuses) then divide by (# of Statuses)
        calc_cri(attacker, obj) if rand(100) <= attacker.cri # apply crits now if we didn;t earlier

edit: weird, hide tag doesn't like my post... removing hide tag I guess.
Adon237
if i had an allowance, i would give it to rmn
1743
But stuff like Manastorm - Silence all enemies for 1 round and restore 10% of Dak's mana, usable once per battle you would have to have used XP/VX.
Adon237
if i had an allowance, i would give it to rmn
1743
Ohh Versalia, I just saw your post.
What is "HULK" the skill name or Status? I am guessing Status.
Versalia
must be all that rtp in your diet
1281
author=Adon237
Ohh Versalia, I just saw your post.
What is "HULK" the skill name or Status? I am guessing Status.

"HULK" is just the name I gave that bit of code. If I need to use it on a skill, I put <damage: hulk> in the notebox. It doesn't actually say 'hulk' anywhere the player can see it. In-game the skill is called "Special Delivery," and the effect is instant - it's a special attack, not a status effect.

edit: FYI, base damage progression of that formula ends up being:
2 ailments = 200% damage
3 ailments = 266% damage
4 ailments = 400% damage
5 ailments = 640% damage

Do not inflict ailments on enemies with this attack, you will not be pleased with the result.
(Bring a Postman into battles against enemies with ailments, you will be pleased with the result.)
Adon237
if i had an allowance, i would give it to rmn
1743
So HULK is the code's name. :|
Ok. Interesting, the only script I have managed so far is a Caterpillar Script.
Ohh Edited.
Well, first off, I would never give an enemy this attack.
Versalia
must be all that rtp in your diet
1281
Flickering Life - Revive a fallen ally with about 10% HP but cause it to take fire damage over time for 3 rounds, 110 MP, usable once per battle

Wait, the ALLY takes fire damage over time?! After being revived at only 10% HP for a shitton of MP only one time in any given battle?

what. Please do this better. I would have it cost 0 MP, be useable once per battle, revive them at 100% HP, and have them take very intense fire damage for 3 rounds. It's a sort of a cool barely-holding-on power move, a flaming panic button - and the strategy then becomes to revive them and layer something like Earthmending on top to help your little phoenix avoid becoming ashes. Rather than reviving them with a sliver of life and having an all-too-familiar-to-any-RPG-player 'OH SHIT HURRY HEAL MY REVIVED-AT-1-HP PARTY MEMBER!!' panic that is made even worse by the fire damage

author=Adon237
Well, first off, I would never give an enemy this attack.

Why not? It's a clever tactical tool to get players to change up their strategy against that enemy if they are using the status ailment specialist class, or something
Adon237
if i had an allowance, i would give it to rmn
1743
I change my mind! I just figured out while testing my game, that I should give this to ALL of my bosses. It would make them EXTREMELY TACTICALLY HARD!
author=Versalia
Why not? It's a clever tactical tool to get players to change up their strategy against that enemy if they are using the status ailment specialist class, or something
I understand and agree.
I must TRY to make more code snippets like these. But yet, I am a fail at scripting/coding.
Adon237
if i had an allowance, i would give it to rmn
1743
As you would have predicted, I am trying this script out. But me, not knowing much about scripting, has no idea why your script has a syntax error.
Maybe I don't have the whole script, maybe I copied something down wrong.
Versalia
must be all that rtp in your diet
1281
author=Adon237
As you would have predicted, I am trying this script out. But me, not knowing much about scripting, has no idea why your script has a syntax error.
Maybe I don't have the whole script, maybe I copied something down wrong.

I misquoted it slightly and said it was a "during effect" tag; it's actual a DAMAGE tag, sorry! I also updated the above comment - use that code instead. You'll have to remove this part:
base = (obj.base_damage * obj.atk_f) / 100
        mod = (attacker.atk / target.def)
        hp_dmg = base * mod

in favor of your own base damage calculation - that's my "base damage."
Adon237
if i had an allowance, i would give it to rmn
1743
It says line 1 has a syntax error. when and "HULK" is the only thing on that line.
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