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Can't Be Stopped
Urban Turn based RPG with a bit of humor & flair

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[RM2K3] Need some help coming up Skills

author=JosephSeraph
an interesting defensive skill would be cutting down the damage you take by 25%, and redirecting this 25% to the enemy

That could actually work pretty well. I have another skill that damages enemies whenever the player is hit, so those skills can work together as some sort of counter build.

[RM2K3] Need some help coming up Skills

author=Sated
For the first one, how about a skill that allows the body double to perform attacks? They could be selected randomly from other skills that the player has already learnt, and how powerful they are in comparison could be related to the level of the skill.
That might work the only problem would be if the player for whatever reason didn't have any other skills learnt? But I guess it could just do a basic attack if that were the case.

author=Sated
For the second one, how are Braced and Fortify different? Is one of them passive?
Braced is passive, it also doesn't reduced as much damaged as Fortify unless you wearing specific equips.

[RM2K3] Need some help coming up Skills

Hi all. I'm not even sure this is the place to ask this, but I need some help with ideas for skill system in my game. It's a custom turn based battle system so the skills in question don't really use the editor that much. Specially I need help coming up with two skills at the end of two of the skill trees.


First off as you can see the skills are divide in to five different trees. Here's the trees I'm having problems with.


Illusion: Creates a mirror body double that doesn't do anything. It has it's own hp and takes damage every the player takes damage. When it runs out it dies. The skill has a cool down and using it when there's a double already active heals half it's hp.(As you can see this skill is worthless by itself which is intentional)
Ruse: When a body double is active there's a chance the enemy will attack it instead of the player. The double takes more damage than normal. Also if there's no double created there's a 10% chance to create one when attacked.
Shatter: When the double is destroyed it deals damage to the foe.

And here's when I need help thinking final skill I had in mind wasn't very good. I was suppose to copy your last action but I figured it would be way to overpowered and difficult to implement.


Braced: Adds a chance reduced damage taken when attacked. It won't activate if the player is using other defending skills.
Fortify: Basically a defend command. If you don't have any points in this skill the command is wait instead which skips your turn.
Phalanx: For one turn the player is immune to all damage. No other skills will activate during the turn this is used. This skill has a cool down.

As for this one well I don't have the slightest clue what my original idea was for the last skill here. If anyone can help me out I'd appreciate it.

Whatchu Workin' On? Tell us!

I'm more or less working on battle sprites for my game. Specifically the main character who sports a whopping 9 different outfits each of which will have different animations for pretty much everything. I want to have at least 2 (besides the default available) for my first demo.

Default:


Casual:


Otaku:


Sporty:


So far I'm at 40 sprites just for a default clothes alone. (and that's not even counting portraits which is a whole another animal.)

Let's work on your game descriptions!

Thanks Marrend. I tweaked it a bit and posted it and my submission was accepted. Appreciate the help.

Let's work on your game descriptions!

Hello. I'd appreciate if someone could take a look at my description and could let me know if they spot and glaring flaws.

Can't Be Stopped is a RPG Maker 2003 game in-development that primarily features what is known as a custom battle system (hence the name). This game started development late in the year of 2012 as a little hobby project that was lost mostly thanks to a careless roommate and a failure at proper file backup. However, where most projects die CBS was restarted, restored and eventually. With the official release of RPG Maker 2003 some much needed features are now possible which increased my motivation to work on this game.

The game stars Laryn a quiet a but kind teenager, that ends up wrapped up in a plot that threatening her home town and possibly the world. Along the way she encounters many absurd and possibly insane characters that will make you wonder if what she's doing is even worth it.

The core features of the game will (hopefully) include:

-A colorful cast of quirky allies and enemies.
-Simple Custom Battle System with a few bells and whistles.
-Custom Menu System with various features such as limited item storage, quest logs, and bestiary.
-A point based skill system allowing you customize Laryn's battle performance to fit your style.
-The ability to change Layrn's appearance which can add more options both inside and outside of combat.

[RM2K3] Creating proper percentages using variables.

I've got a custom battle system in the works but I need help figuring out the proper way to code percentages. Basically I have a point build system where adding points to a skill increases the chance of activation/effects of the skill. However a majority of the skills are chance based (meaning they have a chance to activate whenever an action is taken) so I was wondering if anyone could help.

Here's an example of one of the skills:

@> Comment: Hero Damage/Effect Skill
@> Comment: Adds a chance to deal up to 50% extra damage.

@> Conditional Branch: Variable [0181:Sharpness] >= 1
@> Control Variables: [0045:Sword Random] = Random No. (1...18)
@> Control Variables: [0045:Sword Random] = Random No. (1...18)

@> Conditional Branch: Variable [0181:Sharpness] >= 2
@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 3

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 4

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 5

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 6

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 7

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 8

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 9

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0181:Sharpness] >= 10

@> Control Variables: [0045:Sword Random] += Random No. (0...1)
@>

: Branch End
@> Conditional Branch: Variable [0045:Sword Random] >= 18
@>Skill Activates!!!!
: Branch End


As you can see having a higher skill level (Variable 181) overall increases the value of RNG (Variable 45) but I'm unsure if there's a better way of handing this. Any help or feed back is appreciated.