0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Battle script and character skills

  • Liberty
  • 04/09/2011 01:20 AM
  • 1683 views
First off - no free graphics today. I've not done any more edits lately (though there are a few in the works) so, nyeh.

Battle System

I now know what I want for the battle system but it's gonna be bloody hard to do it. If worst comes to worst I may have to code a CBS, but hopefully I'll be able to find an existing script to edit or a scripter who wouldn't mind whipping something up.

Basically I'm thinking of a one-on-one battle system where you can swap characters at any time and each character has different skills to use. So, say you start a battle with whoever is currently leading the party. You can choose to use that characters' skills or change to one of the other characters right away. It'll cost some amount of time to do so.


A very rough layout.


So in that picture, the top left would have the time bar, the green circle would be a large battler of the current character, the star would be the monster. The middle box would be character commands and the box on the left would be a list of the characters available to change to. Pretty rough.

Battles would be more about working out the right strategy and less about button masshing. For example - you come across an armoured lizard creature. When you attack it is hardly damaged, so you switch to Denn who casts De-Armour, then change to Mielle who uses Scanner, then change to Lourne who has an elemental attack that it's weak against. By then the monster has probably re-buffed itself and used an elemental barrier of some sort, so you switch to Denn to use De-Armour, then to Orcas who attacks while its defence is down, the switch to Mielle and use her Special to attack with a finishing spell.

Each switch costs 1MP and 2-5 TP (Time Points). MP and HP will be in the lower end of the number spectrum but can be regenerated. TP will be what moves the time guage. Some attacks will cost less TP, whilst others will take all the TP. TP effects the speed of battle and is regained at a rate of 1 per second, though certain characters will gain it faster or slower.


Character Skills

As stated before each character has their own skills to bring to both battles and maps. I've been doing a lot of thinking about it and well, some of it will depend on whether or not I can get the battle system I want to work. But the map skills are all 'go' and the character page will be updated with that information (as well as the battle skills info if I can find the right script).
So here's a quick list of the map skills.
Sorionne - Long Shot. Uses her bow to hit things at a distance.
Ruon - Mini-bomb. Can break fragile things like floors and walls. Also can stun an enemy.
Hellem - Translate. Can read certain runes and decipher ancient text.
Mielle - Night vision. She can guide the party through dark areas.
Lourne - Strong Man. Moves heavy objects.
Villa - Long Jump. Can jump two spaces where marked, and doesn't fall through floor holes.
Denn - Charge! Attacks an enemy and can cause a back attack. May also break fragile walls.
Orcus - Haggle. Can make deals with people/things. Also finds hidden treasure easily.

To use the skills you must first have the character at the head of the party. Of course, you can switch on-map at any time by pressing the PGUP/PGDOWN buttons. As long as that character has been found you can switch to them. Yes, even if they aren't in the 'top four'.

I think that's enough for this update. Keep an eye out!

And if anyone wants to point me in the direction of a good battle script I'd be very thankful!

Posts

Pages: 1
Versalia
must be all that rtp in your diet
1405
It sounds like you've got this well thought-out. It also sounds very cohesive, and somewhat interesting, but I was trying to figure out why it didn't really seem new and fresh. I realized that this system is, essentially, Final Fantasy X-2 (or XIII) with a party size of one. You're really just "class changing" unless there's a huge variety among equippable items. You'll almost never want to keep someone with low defense in for very long, as they're solo. And in the scenario of "this enemy has high defense" that you described, is it really considered innovative to have the strategy be "switch to the class that uses Defense Down, cast Defense Down" / "Cast analyze, manipulate weakness"?

I think what will really make this sparkle is working on your swapping mechanic and the speed of each character, similar to their differing TP regen rates. Obviously, changing between characters takes some time. However, you can cleverly play with players' decisions by intentionally allowing (random examples) Denn to be extremely quick to swap in but slow to swap out, or Mielle allows anybody switching into her spot to do it faster. Someone like Lourne might have skills that are really slow, but when you switch him in, he gets an instant free hit...

Your party-rotating mechanic is your strength here, so you should give the players incentive to use it differently and intelligently. I would also suggest something like locking out the "Switch" command for the first couple rounds of combat, or something, because there's no real disadvantage to walking around on the map as any one character or another. I would think you don't want Hellem, who sounds frail, to be leading the party when you get attacked, but you can just switch him right out so it doesn't much matter. Also, I earlier mentioned equippable items - that's another thing that separates your system from one person class-changing. You can swap between *entire sets* of gear in tandem with your change. You should definitely focus on making sure that a variety of equipment is available, because that strengthens your swapping mechanic. :)

WALL-O-TEXT POWER, MAAAAAAKE UP!
Well, I have put thought into the speed of swapping. Mielle and Villa are both very fast on their feet so the time it takes for them to get a hit in is faster than Lourne, but he's better at heavy-hitting. When Denn is swapped in he doesn't need to wait to take action, and Orcus is slow, but he and Lourne both serve as shields. They don't have as many attacks as the others, so they only work to whittle the enemy HP down - but then enemy in the meantime will be aiming to counter-act that damage and buff itself so they don't hurt it as much.

Really, you need to swap out and debuff and strike weaknesses in order to defeat the enemies. It'll all be about the skillsets. I used the armoured lizard as a quick idea but the enemies will need real strategy to defeat. Hell, if I can I may make it so the enemies can swap out too.

(I actually think it sounds a bit more like Pokemon, to be honest ^.^; - though I only realised that after I'd done thinking about it.)
Versalia
must be all that rtp in your diet
1405
Aaahh, that definitely sheds some light on my concerns/suggestions! I would still, however, look into the stuff about specializing equipment. That's a whole other layer added to swapping, like swapping out two different elemental types of pokemon... :X

Looking forward to playing this~
So, if I understood correctly, you will only be in control of one character at a time in an “active” kind of battle, right? So I guess it's gonna be like “soloing” in any other rpg. The idea does sound interesting but I hope battles don't get too lengthy or difficult...

I think a system like this could benefit a lot from any kind of aid for the player to finish battles quick and easy, so in addition to swapping speeds and equipment setups, what about unite attacks to make thing more dynamic? eg: Swaping Mielle -> Vila -> Sorionne = “Beauty Attack” Or how about using the surroundings? For example if you're fighting inside a cave then maybe you could cause a cave-in over the enemies.

But ideas abound, I guess, and that's not what you need right now. ^^;;; Sadly I can't help you with scripts since I know nothing of that, but if there is anything you think I can do, don't hesitate to ask. Meanwhile I can only wish you good luck, so, Good luck! ;P
Pages: 1