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Showing results for tags 'combat system'.
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I am currently remaking an old IPhone Game called Dragon Island Blue however I need a Plugin Scripter to develop most importantly the Battle System. On Reddit we are over 200 members and on Discord over half that amount and some donated me so I can hire someone to develop the most important plugins. https://youtu.be/j8dOG0UL9D8 This is let´s play of one of the admins of my discord a good combat part is between 6:50 - 9:00. It´s a battle system similar to ATB but it works more around the tick-based system. One tick is refered to as a TU - Turn Unit. Which monster will make the first turn is determined by it´s speed, so the speed of the battlers is only useful when it joins battle. Every attack has instead of mana or whatever other source turn units. The number of turn Units a skill that is used has places them back into the queue accordingly. Then it will subtract the number of TUs equal to the monster that currently has the lowest TUs of all monsters bringing the first monster down to 0 which is able to make a move now. In the game your party size will increase as you progress, if one monsters regardless of your team or the enemies it will be replaced by the next monster in the party queue. (you can not swap your party while in battle, only with one very specific skill and there is also a skill who kills the user and replaces it with a random monster at places it at the end of the queue, this will only last for the battle though). There can only be 3 monsters at each side at the same time but the player is able to summon a spirit on it´s own 4th slot. (Similar to SRDs Summon Plugin) Damage over time moves also work around this system for example poison will deal damage of 500TUs or the effect X will last for 300TUs. There is also Haste in the game which can reduce or increase the number of TUs a skill costs. The UI does not have to be fully recreated like it is in the orignal. The only real change I need is the TU turn order bar which can be made with yanflies turn order display plugin. I already implemented a lot of monsters and other stuff so you have a lot of room to test the plugins needed properly. If you are interested join us on Discord or Reddit: https://discord.gg/PYdztgVCks https://www.reddit.com/r/DragonIslandBlue/
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I've been playing the YS series recently and played the first 2 games and loved them. The Bump Combat system is amazing and really fun. I want to try and emulate the game style. The combat system is the key part and I've looked everywhere for the ability to build this system of combat. I haven't found any way yet. I'd love to see a plugin for Bump Comabt. The video below shows how the system works. I can answer any other questions.
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Hello everyone, We are looking to delegate some code work(Javascript) to a third party coder to help us finalize our combat system (RMMV). We have a few bug fixes and some missing features to a system that is mostly complete. Here is a list of the items that need to be completed. To anyone who will apply to this commission note that we need most if not all of the items on this list completed. If you are interested please pm me. Compensation We will start the commission at $100USD but we are willing to negotiate for time and experience. Familiarity with Victor's battle motions plugin or Lecode's TBS is a plus.
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Suggestions about alternative skills, leveling and combat systems?
DoomedLuke posted a topic in Theory and Development
Hello, everyone! I'm kinda new to RMAce and this is my first post here. I'd like to discuss a few things and maybe have some suggestions, and I'll be glad if anyone replies. I'm not totally sure if I put this on the right forum, so let me know if I did wrong, ok? I'm starting to work on a project of mine which is about a post-apocalyptic story. The first of my questions is about skills and leveling. I wanted my game to have a skill system where your actions improve those skills, and, by improving them, you also gain XP. Think about something like Fallout 3 and Skyrim. You use a skill, you gain XP for that skill. You level that skill, you gain XP for the character. I found this topic http://steamcommunity.com/sharedfiles/filedetails/?id=131929218 and it pretty much is what I'm looking for, except it doesn't have the part where the character gains XP, but I can live without this. Second is if it is possible to have different skills other than the default ones for the player to chose when starting the game. I thought of occasionally having skill tests whenever the PC should make a difficult or important action, let's say for Speech, Charisma or Sneak. This would also give me the ability to set for the character a few traits for roleplaying, like if you have a particular trait and act according to them, you would gain extra XP. I thought of initially having the player to answer a few questions where he/she would choose a few options, which in turn would attribute to the PC a variable for each trait, and the tests would involve checking whether the PC has these traits or no, or their skill level to succeed. I believe the tests would be easy to set through eventing, my doubt is more about how to give the player these traits. Third question is about combat system. I'm thinking of using XAS, but its own description says it's not recomended for beginners in RM. What I want is an action system where you would be able to walk the map with your companions and fight enemies in real time, and the companions to have an IA to act by themselves. Does XAS supply me with that? If this system is not indicated to me, I thought as an alternative, a combat system like Final Fantasy XII's or Dragon Age Origins', where you assign basic tactics for your team an control only the leader, but the only thing I found like this was a XP script which the demo did not opened at all for me. I'm asking because, as I'll probably work alone in this game, would all these features worth the trouble? Thanks and sorry for writing too much!- 3 replies
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