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W.R.'s Skill System

  • Mr_H
  • 07/01/2014 07:14 PM
  • 259 views
After a couple hours of work, Withered Reason's skill system has been officially established.

In addition to regular weapon skills, as demonstrated in the demonstration version (random 1-20 number determines regular attack, critical attack, or weapon skill). This has been extended to include an option to the player to use magic-based Burst skills. To obtain use of these Burst skills, the player must choose either a Force or Fleet path for their skills.

Force path imparts more offense-based skills and forces the use of a magic burst skill and often includes a secondary elemental magic for use. Fleet path imparts support skills and gives the option for either weapon skill or Burst skill (for the 20 draw during an attack). Base path keeps you on the weapon skill outcome, but also gives the player access to some of the strongest magic skills in the game.

As you have probably figured, I'm trying to establish a strong sense of balance and strategy to spice up the otherwise typical battles of the RM2K3 battle system. It's a lot of work, but I feel this is the only way to make a game, RPG Maker or professional.