The Stamina Battle System is a variation on the standard ATB battle system, all executed in real time. The purpose of this project is to create a complete RPG using this custom system along with its sister custom menu system.
This is a video of the system in action:
Information about the general game mechanics:
ATTRIBUTES
Health. Health is just HP like normal. If a character falls to zero health, they are knocked unconscious. Any character can revive a knocked out ally, but it expends some of their momentum to do so. Also, characters who return from unconsciousness suffer the Dazed effect for a short while which reduces the speed at which they gain stamina and reduces the damage they cause briefly.
Stamina. As time progresses in a battle, each character slowly generates stamina. Characters need one block of stamina to perform an ability, and can have up to 3 blocks stored at a time. Stamina recharges at the same rate for all allies and enemies (though this can be modified by items/buffs/debuffs.)
Momentum. As the characters fight, they generate momentum (up to 3 blocks) which can be spent in three ways. The first way is to use one block of momentum to empower one of their 4 basic abilities much like an EX ability in Street Fighter. The second way is to spend a single block to revive a KO'd ally, as described in the Health topic. The third way to spend momentum is by consuming all three blocks to perform a powerful Desperation Ability (Limit Break, essentially.) An example of the Empowered ability is:
Encouragement - Heals an ally slowly over 10 seconds. EMPOWER: Instantly heals some health and removes a debuff in addition to its normal effect.
Mechanic. Each character has a unique resource mechanic as described on that page above.
Attack. Increases the damage caused by abilities that rely on aim or physical strength. (Mostly physical attacks and offensive projectile spell attacks.)
Focus. Increases the damage/healing caused by abilities that rely on cunning or intelligence. (Mostly healing or buff/debuffing. Some attacks rely on Focus.)
Vigor. The chance that an ability will critically hit, causing 50% additional damage/healing.
Armor. Reduces incoming physical damage.
Resistance. Reduces incoming magic damage.
This is a video of the system in action:
Information about the general game mechanics:
ATTRIBUTES
Health. Health is just HP like normal. If a character falls to zero health, they are knocked unconscious. Any character can revive a knocked out ally, but it expends some of their momentum to do so. Also, characters who return from unconsciousness suffer the Dazed effect for a short while which reduces the speed at which they gain stamina and reduces the damage they cause briefly.
Stamina. As time progresses in a battle, each character slowly generates stamina. Characters need one block of stamina to perform an ability, and can have up to 3 blocks stored at a time. Stamina recharges at the same rate for all allies and enemies (though this can be modified by items/buffs/debuffs.)
Momentum. As the characters fight, they generate momentum (up to 3 blocks) which can be spent in three ways. The first way is to use one block of momentum to empower one of their 4 basic abilities much like an EX ability in Street Fighter. The second way is to spend a single block to revive a KO'd ally, as described in the Health topic. The third way to spend momentum is by consuming all three blocks to perform a powerful Desperation Ability (Limit Break, essentially.) An example of the Empowered ability is:
Encouragement - Heals an ally slowly over 10 seconds. EMPOWER: Instantly heals some health and removes a debuff in addition to its normal effect.
Mechanic. Each character has a unique resource mechanic as described on that page above.
Attack. Increases the damage caused by abilities that rely on aim or physical strength. (Mostly physical attacks and offensive projectile spell attacks.)
Focus. Increases the damage/healing caused by abilities that rely on cunning or intelligence. (Mostly healing or buff/debuffing. Some attacks rely on Focus.)
Vigor. The chance that an ability will critically hit, causing 50% additional damage/healing.
Armor. Reduces incoming physical damage.
Resistance. Reduces incoming magic damage.
Latest Blog
- Production
- ashriot
- RPG Tsukuru 2003
- Action RPG
- 10/13/2010 11:41 PM
- 02/03/2012 06:41 AM
- N/A
- 25324
- 11
- 0
Tags
Pages:
1