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Coming up in next update - misc : Heroes skills (part 1)

  • Chaos17
  • 04/01/2016 04:53 AM
  • 3412 views
Today progress seems small but it did took me long to setup that enchantement skill of Junta.

Like you can see in the video, I made a spell that give fire property to Junta : Fire enchantement. That spell will replace Fire I magic spell that I previously made fore him because I'm trying to give to each hero some... orginality and not a copy paste of each other skill in different element, lol.




Why did it took me a long time to do it ?
First, searching and editing pictures of icons and of the weapons to fit Rpg maker Mv format and I had to edit twice the weapon for its normal version then for its fire version.

Second, preparing the database.
To have an element property on you, you need to make first the skills then the state and second skill if you want the normal attack change its effect to have an elemental animation attack instead.( 〇□〇)

Then I had to understand how Yanfly plugins work, lol
I needed 2 plugins to get the effect I wanted : replacing the normal sword by its fire version then replace the animation effect (of normal sword) by a fire slash.

All steps were tiring to do for such a short skill (个_个)
Unfortunaly the fire slash effect doesn't work with a new physical spell I made "Bash"... but at least, the fire sword still works/appears as long as the enchantement is running.

Anyway, I plan to change the default weapons of Rpg maker at least, so me learning how to use the weapon animation plugin of Yanfly wasn't useless in long term.

Have a nice day!

Edit :
I was finaly be able to apply the fire flash effect to Junta "Bash".
First time I use common event to forget a skill an replace it by a new one, lol.

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Looks pretty good. Looking forward to what else you have in store.
Hmm, so you made the fire property apply to skills as well. That's good.

Fire can burn, thunder can stun/paralyze, wind can bleed if it's the thin "bladed" variety.

A Berserker could have a Fiery Aura that burns (damages) enemies that physically attack Junta. Then again, the same can be done with electricity or wind blades.

Kuro can have a Charge skill where he builds up electricity for a turn (possibly getting a status/state condition icon for that) and powers up his next electric attack/skill by like x2.5 damage (0.5 more damage than attacking twice).

So does Midori have water attacks now (her element icon in the updated menu has a bubble icon) or does she still have wind spells?
Fire can burn, thunder can stun/paralyze, wind can bleed if it's the thin "bladed" variety.
I wonder at wich level I can introduce that. DoT are interesting when the enemy has a high HP pool. Same for buff, at earlier level, buffs aren't enough effective to make a difference because of the low stats of heroes.

A Berserker could have a Fiery Aura that burns (damages) enemies that physically attack Junta. Then again, the same can be done with electricity or wind blades.
Yup, I can do that but again I don't know at wich level.

Kuro can have a Charge skill where he builds up electricity for a turn (possibly getting a status/state condition icon for that) and powers up his next electric attack/skill by like x2.5 damage (0.5 more damage than attacking twice).
I don't think I can do that with my actual battle system, I would need to use ATB since there is no script for the default battle system for that feature :x

So does Midori have water attacks now (her element icon in the updated menu has a bubble icon) or does she still have wind spells?
No, she doesn't have wind spells anymore because I really wanted that each hero has a magic branch because of the elemental weakness system. But I did gave her a neutral spell.

Sorry for my bad english if I sound confusing.
author=Chaos17
I wonder at wich level I can introduce that. DoT are interesting when the enemy has a high HP pool. Same for buff, at earlier level, buffs aren't enough effective to make a difference because of the low stats of heroes.
Well, mini-bosses and bosses should have enough HP to make DoTs matter regardless of level. It's better to spread skills across the levels. You don't want to make a character be able to learn all their skills early-game because then the player will have nothing to look forward to from them then on. Maybe you can introduce NPCs that you can learn skills from so that you don't get them all from just leveling up. 'Course, they might desire payment for teaching you. A good amount of monster drops, maybe defeating a boss (that you need to progress the story anyway). A side-quest of sorts. Having certain equipment bestow a skill while it's being worn could work too. Are you going to have optional bonus bosses hidden in the game?

So Midori is water. One thing she can do with it is cure burns (by cooling them down). Another is to inflict Soak on the enemy, a state that makes them take more damage from Thunder but less from Fire attacks. It wears off in a few turns (drying off) but the duration is reduced by 1 turn every time the target is struck by Thunder/Fire attacks. Lastly, poisons tend to be in liquid form (or gas) so what better way to inflict that status than with a water spell?

Kuro could get a Lightning Rod skill. Works like Taunt but draws in all Thunder attacks instead. Taunt might be too OP for him to have. A lesser-version would be called Magnetic Field which would attract all Metal (neutral) attacks. Essentially, robots, golems, and any monster that uses metal weapons or armor. Taunt should make enemies want to hit the user more, not suck up all physical attacks. Vigilant Protector/Guard(ian) would be a better name for someone who does the latter.

Ice is usually associated with water if it's not its own element. It's the same with wind to thunder. But I suppose you can't really give Midori any ice spells nor Kuro any wind ones since they would be weak to fire/earth (what water/thunder are weak to). Water can beat fire but ice gets melted in turn.
Maybe you can introduce NPCs that you can learn skills from so that you don't get them all from just leveling up. 'Course, they might desire payment for teaching you.
I also though about the idea but buy passive skills instead. I'm not sure yet.

Having certain equipment bestow a skill while it's being worn could work too.
I don't plan to introduce that feature in this game. I want it for another game that I started before the rpgmakerweb.com event that Chibi Dungeon was born from :


Are you going to have optional bonus bosses hidden in the game?
Yup.

So Midori is water. One thing she can do with it is cure burns (by cooling them down). Another is to inflict Soak on the enemy, a state that makes them take more damage from Thunder but less from Fire attacks. It wears off in a few turns (drying off) but the duration is reduced by 1 turn every time the target is struck by Thunder/Fire attacks. Lastly, poisons tend to be in liquid form (or gas) so what better way to inflict that status than with a water spell?
I really like your ideas but I can't 100% implement it.
I can do the Soak state that make Thunder do more damage.
But I can't reduce the number of turn left whenever Thunder is used :(
I understand your logic about poison. I'm not decided yet since Midori has already another spell type waiting for her. I might instead give it to Eshely. I will see.

Kuro could get a Lightning Rod skill. Works like Taunt but draws in all Thunder attacks instead. Taunt might be too OP for him to have. A lesser-version would be called Magnetic Field which would attract all Metal (neutral) attacks. Essentially, robots, golems, and any monster that uses metal weapons or armor. Taunt should make enemies want to hit the user more, not suck up all physical attacks. Vigilant Protector/Guard(ian) would be a better name for someone who does the latter.
It's technicaly not possible even with Yanfly plugin of taunt.
Either you can taunt physical or magical attacks or both.
Also there is no aggro range/meter, it applies on all enemis.

Ice is usually associated with water if it's not its own element. It's the same with wind to thunder. But I suppose you can't really give Midori any ice spells nor Kuro any wind ones since they would be weak to fire/earth (what water/thunder are weak to). Water can beat fire but ice gets melted in turn.
Indeed, but I might expand that circle of element in a sequel, lol.


So to resume : I will keep in my your DoT ideas but using them only or boss or mini boss might not be that interesting for the player snce most of the time in normal combat he won't need to use them. So I will need to be carefull of when I and how will implement the DoTs. I might put "Foes"/mini boss monsters on the maps like Etrian Odyssey to give some opportunity to use the DoTs if I implement them.
Well, some random encounters could have passive HP regeneration or the means to gain the regen state. This wouldn't be early-game enemies but certainly you'd want to DoT them to effectively cancel out their healing, right?

EO FOEs are avoidable (since they're too powerful for when you first meet one). So your mini-bosses would have to be as well. Now traps. I don't suppose you can make one that shoots fire in a straight line, turns off for a while so you can pass through, and then turns on again? Puzzles would be nice too.
Well, some random encounters could have passive HP regeneration or the means to gain the regen state. This wouldn't be early-game enemies but certainly you'd want to DoT them to effectively cancel out their healing, right?
I don't think it's possible to cancel passive states, Yanfly didn't coded that neither Rpg maker.

But normal state ?
I think someone coded a script for that.
Not sure.

EO FOEs are avoidable (since they're too powerful for when you first meet one). So your mini-bosses would have to be as well. Now traps. I don't suppose you can make one that shoots fire in a straight line, turns off for a while so you can pass through, and then turns on again? Puzzles would be nice too.
I can make a patroling unit with a line of signt and player could sneak behind it.
I don't know which traps is possible to code, yet ^^;
author=Chaos17
I don't think it's possible to cancel passive states, Yanfly didn't coded that neither Rpg maker.
I meant the damage from the DoT would neutralize the healing you get from regeneration. Like you might heal 100 Hp each turn but with a DoT you could lose 100 HP per turn. That's what I meant by "cancel".

By the way, are you considering making two more party members for earth and darkness?
By the way, are you considering making two more party members for earth and darkness?

I did but unfortunaly the artist who made those free portraits I use, only made those 4. I've others free portraits from others artists but they're too different in style :x

So unfortunaly, I will stick t only those 4 I guess.
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