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Found 14 results

  1. Szyu's Items Class Restriction Introduction Easily specify items, weapons and armors, which can only be used/equipped by certain classes How to Use An item's note have to contain one of these: <classes: x> # This will allow specified classes to use this item <!classes: x> # This will forbit specified classes to use this item Seperate multiple classes with ','! Allowed Database Items, which can be restricted by this script: - Items - Weapons - Armors If There is none of those tags in the items note, every class is permitted to use or equip this item! Same goes wie <actors: x> and <!actors> for restricting items, weapons and armors for actors. Links Pastebin via Adf.ly if you want to support me Pastebin direct Credits Credits to Szyu if you plan to use this script. Changelog - Fixed problem when the player's party's size is larger than 1 - Added function for restricting by actors - Fixed bug where actors and classes could use restricted items in battle
  2. I'm having trouble with figuring out if it should be the Actor or Class that learns skill. In one of the games I am designing, the races have elements and elemental weaknesses. Characters are not suppose to learn skills which have an element type to which they themselves are weak against, nor should they learn skill from an element which is weak to their own element. The elements I am using are as follows; Fire -> Water -> Lightning -> Stone -> Ice -> Metal -> Air -> Plant -> Fire This means Fire is weak to Water and strong against Plant, and so the character who is of a Fire race should not be able to learn Water or Plant based skills. If the characters are allowed to change classes to have access to different groups of skill, would it be better to have the skills under the Actor? Is there a way to have the skills locked until the Actor reaches a certain level? ((Note: at the time of this posting, I am tired and recovering from a migraine, so please for give me if I haven't been to clear.))
  3. Lord Vectra

    Class System Problem

    Before I continue, there is something you should know first... In the first generation (World of Chaos I - VI), the Gods pick one of each class: Templar, Mage, Battlemage, Warrior, and Assassin) Battlemage is a "junction" class of warrior and mage. They have their own skillset and have their own weapon (Battlestaves). Then, I thought, "should their be more junction classes?" For example, Juggernaut Assassin (Warrior + Assassin) Templar Mage (Templar + Mage) Templar Assassin (Templar + Assassin) Warlock Assassin (Mage + Assassin) Templar Warrior (Templar + Warrior) <= This class will be explained Is Templars and Warriors kinda close? Templar and warrior will, automatically, seem extremely close but they are not. Templars use mostly Holy (or Darkness) and Earth.Warriors use any other element (they can also use Darkness). I always felt that Templars should be their own class because they could be much more if they were their own class. For example, each class has subclasses and Templars, by themselves, could do much more with subclasses tailored to only them as compared to it being a subclass of the warrior. My problem I think having 10 classes (this includes the Junction classes) would be too much considering that each will have their subclasses. So, I guess my real question is... do you think I should just take the extra junction classes and make them subclasses of other classes? For example, the subclass, Bounty Hunter (Juggernaut Assassin) would go into the warrior subclasses instead of it being it's own class. And do you think it would matter which one I pick? Meaning, in the player's perspective.
  4. Lord Vectra

    Help with Mage Class

    I was battle testing yesterday and I noticed something. My mage, Leonardo, is too weak for my taste. The stats of all classes are categorized by strength and speed. Here's the order from Strongest/Slowest => Weakest/Fastest Warrior Battlemage Assassin Mage As you see, the mage is the fastest but the weakest. How do you go about making your mage class?
  5. Plugin for RPG Maker MV - Forget Skills on Class Change Author: Soulpour777 Plugin Description: Does it ever come to you when you want to forget all the skills when you change classes? Well, this plugin does just that effect. Plugin Download: Download (Mirror 1) - Dropbox Author's Note: Just bored really, and if by any means this snippet is beneficial, you are free to use it.
  6. LordSquirrel

    RPGMaker Class Database

    Hello everyone, good day to you all. I have recently been thinking about how classes in RPGs, mostly how there is a hell of a lot of them, but I've also been wanting to come up with a new topic for this section of the forums, so I decided to come up with something of a group project: The RPGMaker Class Database! What is The RPGMaker Class Database(TRMCD for short)? Well, it's what it sounds like, a database here on the forums for people to post classes for others to use in their own games. I think this will be nice for anyone who has problems coming up with their own classes, or just want to use ones from other people on a short project and don't want to spend to much time coming up with stats, or strengths for certain classes. Rules: 1. You must include the following: -1a. Class name. -1b. Combat roles. (what they do in combat such as, Single target physical/magical damage, physical/magical defense, status effects, ect...) -1c. Strengths and weaknesses. (Things like elemental affinities, stat values - High, medium, low are fine, but you can give exact numbers if you want.) 2. Please nothing sexual, or offensive. This is a resource for everyone, let's not get trolly here. 3. Please don't double post a class. Class formatting: Class name: Combat roles: Strengths: Weaknesses: Stats: Additional information(Read the Additional Stuff section below): I'll start us off with three fairly basic classes. Warrior: Combat Roles: Single Target Physical Damage. Strengths: Half damage all physical attacks. Weakness: Ice, Electrical, Fire. Stats: -Medium Health points -Low Magic points -High Strength -Medium Defense -Low Magic Attack -Medium Magic Defense -Low Agility -Low Luck Thief: Combat Roles: Status Effects. Strengths: Electrical, Slashing attacks. Weakness: Fire, Blunt. Stats: -Medium Health points -Low Magic points -Low Strength -Medium Defense -Low Magic Attack -Low Magic Defense -High Agility -Medium Luck Wizards: Combat Roles: Group Magical Damage. Single Target Healing. Strengths: Fire, Ice, Electrical, Earth. Weakness: All Physical Attacks. Stats: -Low Health points -High Magic points -Low Strength -Low Defense -High Magic Attack -Medium Magic Defense -Low Agility -Medium Luck Additional Things: You can add on an "Additional Information" section to your class where you can add any additional information on the class that you want, such as backstory for the class (How you came up with it, where you got it, or what the backstory of it in your game's world), equipment, additional quirks, so on, so forth. If a class is meant to be a joke, maybe consider tagging it with (Joke) in the name. Just so people know ahead of time. Feel free to edit and change any class you find on this thread to better suit your game. Hope this gets big, I really think this will be helpful to people. Have fun, and be creative! Forum Member Classes: Warrior-like: Rogue-like: Wizard-like: -LS
  7. Brosephus

    One Actor Balancing

    So, i've decided my game will only have one playable actor. I have a question about balancing a one actor system. Can classes still work? You will be lacking in options if you have one class with one viable strategy/ability, as far as I understand. Pretty boring, and you will get pummeled by enemies that counter your class well. Can they still work in any capacity? Also, I'm new to RPGMaker, and i'm wondering if you have any tips for balancing in general. Any Tips/Advice are apprieciated.
  8. SamuelKeller

    Paladin/Cleric Argument

    This has been a topic I've hotly debated with a few of my friends over my game design, namely on how to separate my Paladin and Cleric classes a little better. Here's a rundown of the situation: Basic Game Premise Your party consists of 4 members, with new members added over the course of the game. There are 16 members you can obtain, separated into 4 roles: Tank, DPS, CC, and Support. Each person has a Primary Role and a Secondary Role, indicating their skills and overall recommended usage. Any team of 4 can consist of any number of each role, but one of each Primary Role is a good idea. Both Deal Holy damage (effective against Undead) Have moderate base DEF and MDF, as well as MHP Specialize in protecting/aiding allies Has basic healing abilities Paladin only (Tank/Support) Obtained late in the game Higher ATK/MDF than the Cleric, with the highest MDF in the game Utilizes the "cover" skill type, which blocks all damage for an ally and making the Paladin take the damage All heals are for the user only Can actually deal damage Cleric only (Support/Tank) Starter class Higher MAT than the Paladin Diverse healing abilities, from basic heals to cures Has one of the few revives in the game Has extremely powerful buffs for allies My question to you all is, should there be a bit more separating them? I honestly can't think of much more I could add to improve their distinctions.
  9. As the title says, I'm trying to figure out how to make an item only work for one specific character class. The item is a magic book. If you use it on the correct character and they are the correct class, it will unlock a new skill. I want the book to be able to used on any ally so I have the scope set to "One Ally". I need some sort of script call to make the item recognize it is being used on the ally with the correct class. I kinda have an idea of what I need to do. I'm thinking I can make a <script call> in the notes for the class or the item itself. I have no idea how to make the script or set this up. Thanks!
  10. Ok, so in the project I'm currently working (I'll post about it later) there are three main classes which divide themselves in two specializations. The party size is limited to three people, but since some of these six classes funcions overlap at some levels, each party combination is more efficient to explore certain areas - of course, based on gameplay style as well. That said, I thought it would be good to let the player choose the main character's class. But what if the main character has a completely different class? What do you think?
  11. FinalZero

    Class Types

    Hello recently I have been thinking about class types The basics of my game are this There are 4 characters in my game. John, Ashley, Vera and Nicolas. In the game they can change to any general class witch can be levelled up not once but twice, Then each character during the story gains a class set that is only available to them. CanI get some feedback on the class types thanks, General skills Warrior >>> Knight >>> Paladin a user of skills to deal massive damage with high hp attack and defence. Mercenary >>> Vigilantly >>> Dark knight Like the above but with different skills and more leaning towards the evil side. Pickpocket >>> Thief >>> Rouge High luck and agility and the ability to steal. Mage >>> Wizard >>> Archwizard The standard elemental Magic user. with high Magic attack and mp. Medic >>> Healer >>> Cleric Like the above but specialises in healing magic. With high magic defence and mp Archer >>> Bowman >>> Ranger A Long distance shooter Monk >>> Priest >>> Bishop Also specialised in healing magic but not so much. Bard >>> Mistral >>> Performer Specialises in status damage Cheater >>> Gambler >>> Games master A lower class with random probability attacks Doll master >>> Psychic >>> Chaos psychic A Class That would be week in battle but useful outside of battle. Shielder >>> Guardian >>> Protector High Defence and low speed. mainly skills that can defend and protect others Caller >>> Summoner >>> Beastmaster allows for summons to come and help Character specific classes John Reaper >>> Grand reaper >>> Grimm reaper deals in Dark magic and healing spells Ashley Time watcher >>> Historian >>> Time master Deals with time Nicolas Hitman >>> assassin >>> Killer A class where most skills give a chance to kill the enemy Vera Mixologist >>> Alchemist >>> Master Alchemist Any help will be appreciated thanks.
  12. Imagine this, your main character does not start with an initial class. When your party reaches 5 total members, you will get your initial class. If you have more combat (melee/ranged) members than spell users, you are class A. if you have more spell users than combat members, you are class B. If there are equal amount, you are class C. When your party reaches the maximum of 8 members, for the final quest,, specializing can occur. If you have all combat, you are a General, and receive tactical bonuses for all members. If you have 3 ranged and do not qualify for another class, you are a Ranger, and receive Storm of Arrows. If you have 3 ranged and 2 magic users, you are a Ranged Commander and receive Magic Bow. If you have 2 magica, 1 healer, and 1 naturalist, you are a Spell at Hand and are able to cast Mass Intervention, which heals allies and damages foes. If you have 1 ranged, 1 melee, 1 magica, 1 healer, and 1 naturalist, you are The Diplomat, and receive Summon Faery Dragon. How can there be a total of five different party member types mentioned, and have 8 total party members. Including the main character, there are two second special party members, who do effect the class of the main character.... What do you think about this?
  13. Hi folks, Okay this is actually my first real post here. I got VX Ace some time ago and work has begun on my premier top-secret project (but Im not completely new to RPGMaker, using 2k3 a long time ago). I would like to gather some ideas and feedback regarding my class/skill system before (possibly) going into the wrong direction. This system is far from perfect and is not as polished as i want it to be, also im not a good scripter (yet) - but I put a lot of care into it already! And sorry, I just noticed that this post became much longer than original planned (I should start a blog): 1. CLASSES There are five classes in the game (Tank, Fighter, Support, Rogue and Wizard) as well as ten hybrid classes. This sounds like a lot of classes, but the 10 hybrids do not have skill trees of their own, they are just crossover-classes. So its basically just 5 classes throughout the game. This game is all about party composition and party play, you can add a maximum of 2 per class (or hybrid) to your party: TANKS Able to sustain large amounts of damage, highest defense in the game and also capable of dishing out great damage as well. Tanks protect your other characters and are often referred to as "Knights" in the game. I will describe Tanks in detail below. FIGHTERS High damage output, resonable defense and health. Fighters are your Nr. 1 non-magic damage dealers and also able to sustain lots of damage. They utilize skills like Frenzy to turn them into real war-machines! SUPPORT Healers, Bards, Druid and the like. Average fighters and good spellcasters with a focus on healing spells, defensive and support magic. Often referred to as "Healers" in the game this class main role is to support your other characters. ROGUE Also referred to as "glass cannon" or "glass sword", this class has the highest non-magic damage output of them all. Rogues lack defense and health but have high agility and several skills that allow them to evade damage. Rogues are able to bring down any enemy alone, but they are not able to survive the battle on their own. WIZARDS Finally, the highest damage dealers regarding magic in the game. Wizards could also be reffered to as "glass cannon" but they work a bit differently (and are even weaker...). In addition, their magic grants them access to many utility spells besides dealing damage. 2. SKILLS Each class has access to one skill family (only talking about battle skills here for sake of simplicity). The only exception are the hybrid classes, those have access to two skill families (So a Tank/Support character can learn both Tank and Support skills). Note: I still have to decide how skills are learned. Most skills come in three levels (1-3) and only "pure" classes can access level 3. Hybrid classes are limited to the levels one and two. Thats to compensate their dual-skilltree advantage. Skills either consume MP or Focus (TP is Focus in this game) or both. All skills require these resources. MP are treated as normally. But Focus is much more limited: You start a battle with 0 and do not gain Focus from guarding and only a bit from attacking and taking damage. Typical Focus point costs range from 5 to 15 points per skill. There are items that preserve Focus, but they are really rare. There are additional ways to gain Focus, they vary from class to class. Tanks and Fighters rely completely on Focus. While Support and Wizards use MP. Rogues use both. Im using two scripts: "Victors Passive States" and "Yanfly's State Manager" to extend the capabilities of the Maker in order to make my skill ideas work. 3. ENEMIES This has to be added in order to understand the system: Im using two more scripts: "HIME Enemy Levels" and "HIME Enemy Classes" to make this work. So the enemies scale in level together with your party (a "Myconid" is always the parties level (+/-X) regardless if you encounter it in the first forest or the last one). In addition, the enemies also feature the same classes as your heroes. So there are Wizard type enemies, Tank type enemies and so on. Monsters even use similar skills (but not all of them as stuff like Targeting Rate could not be applied to the party). Needless to say, Im using the default battle system with some adjustments. 3. SKILL EXAMPLES I will only go into detail about a few of my Tank skills as the thread will become unreadable otherwise. I hope the skill explanations below make it possible to grasp the role of tanks in my game as well as how the other classes might "interlock" and create a rich and fun battle system: In general, Tanks are a slow class. Possibly the slowest class in the game. This is not just because of their low AGL, but also because they usually take a turn or two into the battle until becoming effective. This is because the Tank has to "charge" many of its skills to make them useful, wasting one turn of valueable time that could also have been spent on attacking. But, the tank is not relying on its skills. A tank is a powerhouse and also able to deal with many threats without his skills. 3.1 Hail (Passive) (1-3) Before the battle begins, a Tank automatically gains a number of Focus points depending on its "Hail" skill level. This allows the tank to use his abilities right away. The tank is unique in that aspect, but is not able to preserve focus points. 3.2 Kneel (1-3) Should the generated Focus points not be enough, the Tank can kneel in order to gain additional Focus points. This wastes one turn for the Tank, but is sometimes necessary. It also removes the "Heroic" and "Avatar" states from the tank (more on that later). Kneel should be used only if you must build up more focus to tackle a more powerful foe (not for basic overworld enemies). 3.3 Shield Wall (Passive) (1-3) This passive ability increases the Tanks defense even further and also enhances it's Guard Rate a lot. As Tanks can become the primary target of your enemies (see below) it makes sense to "Guard" in order to withstand as much damage as possible. The Shield Wall ability is really helpful when "bricking" enemies that way. 3.4 Avatar This is the signature skill of any Tank and learned at early levels already. It raises the Tanks Targeting Rate to 1000% (or whatever the maximum in the maker is), thus making the enemies target the Tank instead of the other party members when attacking. This allows to draw attention and therefore damage onto the tank, saving your other heroes. Needless to say, activating Avatar can also be dangerous: As it lasts 3-5 turns and therefore exposes your tank to lots of damage (Yes, you can use "Kneel" to get rid of your own "Avatar" state.) 3.5 Heroism (1-3) This self-buff skill increases the Tanks HP (current and maximum) as well as its defense and magic defense. It also increases the Counter rate a lot. In addition, Heroism removes two negative effects (Afraid and Slow) and therefore allows the Tank to act freely again. You can buff yourself with this skill at any time, but it becomes really usefull when you use it before activating "Avatar" - if you have the time. Okay thats all for now. I dont want to have several dozens of skills per class but one dozen would be nice (with 1-3 levels for most of them). Just take this humble beginning and imagine how the other classes might play and interlock with each other. If you have any feedback, found an error or have ideas for skills. If you want to comment the classes themselves (have i forgot one? are there too many? Make the hybrids sense?) - feel free to post your comments here! (im *so* close to start a blog now) Cheers -Malagar PS: Thanks Tsarmina for the post merge and pointing me to the edit function!
  14. So I'm creating a Project that consists of 4 Actors that will remain throughout the entire game. And although their general roles are set, they don't really have exceedingly high strengths and noticeable weaknesses. The Project is suppose to be fun and the characters are suppose to feel powerful, but at the same time I would also try to design difficulty and variety in the works. This Project is a lot less serious than the majority of others, and is simply a MacGuffin Quest, so making the mechanics of the game is a lot more lenient and forgiving than I normally would create. Every Actor has balanced stats (thanks to my obsessive mathematical skills), with 3 of the Actor's have X Amount of Total Stats at Maximum Level and the 4 Actor having 3/4 of that X Amount (the 4th Actor being a child in comparison to his allies, it also helps show the feeling of power given to the other three). I used Tsukihime's Parameters to create pin-point growths of the stats of all the main characters. It followed a simple formula: the sum of the stat increase (across all parameters) is equal to the User's new level (for example, Level 7: +1 All Stats; Level 8: +2 Highest Priority Stat, +1 All Other Stats). Just to give a heads up, I omitted the Luck Stat from the Project, so anything with Stats is comprised of 7 stats instead of 8. So to get to the actual topic: When is customization too much? I plan for the Player to customize the 4 Actors to their liking, but to remember to mind the already established parameters of each Actor. All 4 Actors have unique High Priority Stats (High Priority just meaning that these stats grow larger than other stats below it in Priority). As of right now, I have about 6 different features that allow the Player to customize each Actor, but they all don't customize the Actor in the same manner. So let's get to it: "Augment" aka Mr.Bubble's Distribute Parameter Script This features is straight to the point: Parameter Distribution. The Player is allow to add extra points where allowed (Main Parameters and Ex-Parameter choices). The points each Actor has is equal to their level: Level 20 = 20 Points. But here's the catch, this feature doesn't give any points to be used until a declared level or switch (As of right now it's Level 12, Level 11 and below gives 0 Points). 1. Main Parameters (HP, MP, ATK, DEF, MAT, MDF and AGI) 2. Ex-Parameters("Courage" +Threat -Inc. Dmg., "Haste" +Skill Speed, -Hit Rate, "Reserve" -MP Cost -Skill Speed, "Savant" +EXP) This is very straight forward. The Maximum Level is 50, so 50 points are allowed for distribution. However, you can only insert 25 points into a single Main Parameter and 10 into a single Ex-Parameter. (Plus, the game is planned to have an ending Level of 35, 36-50 is intended for New Game+). The cost to increase Main Parameters is 1 Level Point whereas Ex-Parameters will cost 2 Level Up Points. So in actually, it takes 25 Levels to max out a Main Parameter Upgrade and 20 Levels to max out an Ex-Parameter Upgrade. The features allowed at a Ponder Gem (Save Point): Using the Augment Option (at default) without reaching Level 12 (will be switched to be Switch Unlocked) Using the Augment feature when you actually hit the current condition: Level 12 The Augment choice shown when you actually hit the max level with upgrades already being inserted This feature allows the player to increase already high stats or raise the lowest stats to balance out the character. Also, the upgrades are FULLY CUSTOMIZABLE in means to that you can freely lower already upgraded stats in order to change your layout at any time - the upgrades are not permanently set when you confirm the change. "Legacy Gem" aka Yanfly's Class System This is basically a Job System, but instead of overriding what the character does - it adds to it. The Tier 1 Classes (there are 5 of them) must be found within a map. Due to creating the game to progress like Demon Souls (Central Hub that can teleport to multiple areas), each item is randomized (but never gives a duplicate, logic eventing). So it will not always be the same, but you will be able to get all of them. However, this will not matter since these Jobs are carried over in New Game+. The Tier 1 Classes upgrade to Tier 2 Classes when maxed out at Level 10. For example: Fighter -> Warrior ; Scholar -> Priest. Sadly, the skills of the Tier 1 will not carry over to Tier 2, but you do maintain all levels. Every class has a maximum of 3 tiers, summing to 15 basic jobs. There are also exclusive, hidden jobs for each Actor, like Reaver -> Dark Knight and Bard -> Performer. However, these only pertain to one actor only and are treated as Tier 2 -> Tier 3 instead of Tier 1 -> Tier 2 -> Tier 3. The exclusive jobs in comparison have more specific skills and exaggerated stat rates. Every job has a stat rate, and the total sum of the stat rates is 700% (100% per Stat). So a Mage may have 150% MAT and 125% MMP but 50% ATK and 75% MDF. However, for each Tier increase, the total sum increases by 50%. Tier 2 has a sum of 750% and Tier 3 is 800%, this means that the upper tier class will offer more stat rates for the Actor. The minimum Stat Rate is 25% and maximum is 200%. Every class contains 5 Skills and 5 Passives, each being learned at every other level. Resulting in the maximum level of 10. Finally, each class tree offers a unique Skill Command discriminate from the Actor's Skill Command and Magic Command. For example, the Fighter/Warrior/Champion Tree contains the Tactic Command while the Bard/Performer Tree contains the Song Command. The Secondary Classes / Jobs from a Notepad's Perspective: The Legacy (Class) feature in the game. As of right now, it's not showing the Level of the Class for some reason and the Primary option is something that will be omitted from the Project. Because the Primary is basically the Character's Base Stats since they have no real class. This is the default version of Yanfly's Script which will be modified. "Synergy" aka Custom Event System This is exactly like the O-Powers from Pokemon X and Y. However, they last until changed or removed manually. Synergies can be accessed by Ponder Crystals (save points). A Synergy is an increase to a chosen parameter, whether it be a Main Parameter, Ex-Parameter, Gold, Exp, Item, Etc., and is applied to the entire Party. However, the Synergy's starting level is 0 and must earn enough XP in order to have an effect. It's maximum level is 5, and with each level increases it's effect. At default, all synergies are unlocked at start since it's a very convoluted evented system. Choosing a Synergy to apply from the Ponder Gem Page 2 of the Synergies Despite the Synergies having no context in the images, they are explained in the text box when you select them. Followed by a "Confirm", "Go Back", and "Cancel" Choice Box. "Skill Trees" aka Custom Event System This is something I'm honestly proud of for completing cleanly. Every Actor has a trimester skill tree, meaning they have three different trees to choose from. It cost 1 Point to Unlock or Upgrade a Node, and 1 point is given upon leveling up. This means each Actor can earn at least 50 Points (5 are given at the start of the game for now). Every Skill Tree contains 3 upgrade-able skills that have 3 levels, this makes 9 unique nodes for each tree, and 27 total for all three tree. Along with these upgrade-able skills are secondary skills, however, these only have no levels and are only unlocked. There are 5 secondary skills among each tree, summing up to 15 for all the Actor's trees. Then there are passive skills, there are only 2 of these per tree, summing up to 6. Finally, there is 1 Master Skill for all trees, summing up to 3. In order to unlock the Master, you must unlock and maximize every node within that tree. So if you've been doing the math, each Character has 49 Nodes total. But the Maximum Level is 50. So here's a little feature I brought up: At any time, one actor can transfer 1 Level Point to another Actor once, and only once. This can be done at Level 5 or Level 50, but it can only happen once. You can have all 3 Actors transfer there 1 available point to the 4th Actor resulting in 3 transferred Level Points or simply give it to an Actor whom's Node you want to unlock now. The concept template of the Skill Tree The actual template in the game "Training" aka Mini-Games This is basically Pokemon's Super Training. I planned to have 7 different mini-games consisting of 4 play styles to help permanently increase the stats of the Party. Yes, the Party, I feel it takes too long to focus on one single Actor. However, because of the lower number in stats, the maximum stat increase allowed from Training is a sum of 20 across all stats, with a maximum of 10 in a single stat. Once you successfully complete a Training Regimen, you unlock the next stage for it that is harder and rewards more Training Points. There is a maximum of 3 levels. It takes 100 Training Points to reach the maximum of a permanent +10 to a single stat, that's 1 Stat per 10 Training Points. Stage 1 would give 5 Training Points, Stage 2 gives 12 TP, and Stage 3 gives 20 TP. So from start to finish, you would play Stage 1 then Stage 2 then Stage 3 and repeat Stage 3 about 4 more times. Since you can only earn up to a maximum +20 across all stats, you're only allowed 2,000 Training Points. Sorry for the math, but this is all just Pokemon Super Training. However, there are 2 super secret bosses and one of them requires that you complete Stage 3 of a certain Training Regimen in order to start the chain that leads to that fight. "Weapon Upgrade" aka Custom Event System This is also straight forward. The weapons in the project are VERY basic: Original, Fire, Magic, Strength, Speed, Classic, and Ancient. To not discourage the player from a lack of large array of weapons, Weapons will be upgrade-able. Upgrading Weapons can only be accessed at Ponder Crystals (Save Points) where upgrading costs Currency (Shards). Every weapon has 3 levels (Starting at Level 1, meaning only 2 Level Ups) with each Weapon having different cost rates. Upgrading a Weapon will increase it's Power and Effects by 50%, meaning a Level 3 Weapon will be doubly effective in comparison to a Level 1 Weapon. Short and simple. Choosing the Weapon feature in the Ponder Gem Reading the current information given about Weapon upgrading Choosing the Upgrade Weapons will direct you to which Actor's Weapons you want to upgrade Then the more advanced menu that will show the type of weapons of upgrades, at default it will only show the Original choice. When you gain the new weapons, more will be added to the choice list. This is the list with all weapons. The message that appears following the weapon to choose, showing the required currency to upgrade it. The graphic sequence that occurs when a weapon is upgraded The effects gained are shown explicitly to the player "Gem Slots" aka Victor's Materia Every Character is allowed Gem Slots that may have coupled links (This is subject to change) according to their Weapon and their "Bangle". Bangles work like Body Armor but they're not Body Armor, they''re used for carrying Gems to use in battle along with Growth Rates (None, Half, Normal, Double, Triple). In correlation with "Weapon Upgrade", a Weapon's Gem Slots will increase when leveled up. Gem Slots allow even more effects such as Parameter Boosts and teaching Magic and giving Effects. Gems also have levels and level up through AP, given by enemies. Leveling up Parameter and Effect Gems will further their power, while Magic (Teaching) Gems will unlock new Magic (Poison, Poison II, Plague). The Gem command in the Menu The Gem Scene in the game Equipment Layout Custom Database Approach (+Edited) The way equipment is handled in the game is different from the typical RPG. With the Weapons already established, there is the other equipment to be shown. The Bangles, they offer no effect except for added extra Gem Slots. But they also vary with one another by the amount of slots they offer along with the amount of links and growth rates (very similar with FVII). With the simple explanation of Bangles done with, there's the accessories. There are 3 types of Accessory: A, B, anc C - very creative. This disallows the Player from stacking the same item over and over, and although this is not explicitly shown, each accessory is separated. The three traits of the accessories are: Head, Body and Hand. These are not shown in the game and have no impact on the accessory, as it's only a placeholder type. Accessories fulfill very specific things and niches, such as resistance to a Damage Type or immunity to a State. But then there's other specific effects such as HP Recovery upon Attacking or increasing Critical Damage Base. They act a lot like held items in Pokemon with their more specific than general effects. The Equipment Slots in the game An example of a "Hand" Accessory that fulfills a very specific thing Right now it's all text. Later today I will add images, but despite the huge amount of junk I've posted, would this be overwhelming to a Player or actually welcoming? I don't plan on introducing every method of customization at the start of the game (eg. "Upgrade" already does not initially unlock), but the Characters in this Project are aimed to be able to fulfill multiple roles with great variety and efficiency while retaining the challenge of difficulty from opposing forces.
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