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A sorta Final Fantasy 2/SaGa stat leveling system.
Kayzee posted a blog entry in KilloZapit's Magical Fairyland
Here is a little script I was working on for my test game made to count tallies when each stat is used and randomly raise them after battle. It's kinda like the stat leveling system in Final Fantasy 2(j) and the SaGa series, but it works a bit differently. Mostly it is different in that experience levels still exist and are used both to determine your max over all stat level, and whenever you gain a level you get a big random boost to your stat tallies. The actor class's stat growth curves also determines how much each stat level is worth. Anyway the basic idea for how it works is stat tallies are used as percent chance that that stat will level up after battle, so if a stat is tallied 100 times it will always level up, but if it is tallied only 10 times you have a 10% chance. Tallies are remembered across battles but the level up chance only happens at a battle's conclusion. If a stat is leveled up a flat 100 is subtracted from the tally, and it can go into the negative. This practically means stat increases are random but predictable over a large period of time, and since your level acts as a cap for how many stat increases you can have and your class acts to show how many each are worth, the fact that the stats always grow at the same rate is not as important. It's probably not going to be useful for most people's needs since it doesn't try to exactly match the system used in the old games, and is mostly me just experimenting with the mechanics. It might be useful as a base if anyone wants to do something similar though! Here is the script:- 27 comments
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Of course, there has to be one on the forums. Introduction This is a simple counting game, with tiny little bit of RPG elements. The number represents our experience. Rules Rules are obviously simple Post a number higher by one than in the previous post. We start with level 0 and we will be leveling up for every 100 experience (posts). Random chatting in meanwhile is allowed, though keep the messages relatively short. Do not double post, unless the thread was inactive for 72 hours (three days). If someone double posts too soon, ignore the next messages of that user, as these will be merged. That's all, so let's start! 1
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Hello everyone. I wanted to see if anyone else has an issue with this. I have a parallel process on a map that plays a BGM. After battles, the BGM continues. However, after a level up takes place the BGM starts from the Beginning. The BGM is not entered into the map details because I don't always want it to play right when you step on a map. I also want it to be subject to change. How do you think you would keep the BGM from restarting even after the Level up Fanfare? Thanks in advance people! You have always been very helpful!
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Author: Mr. Trivel Name: Max Level Restrictions Version: 1.0 Created: 2016-03-31 What does it do? Allows restricting and lifting actor, class and global max level. Pics: Nope. How to use? Use these Plugin Commands to set and lift max level restrictions: MaxLevel GlobalSet [LEVEL] - sets global max level restriction to [LEVEL] MaxLevel GlobalLift - removes global max level restriction MaxLevel ActorSet [LEVEL] [iD] - sets max level restriction to [iD] of actor MaxLevel ActorLift [iD] - removes actor max level restriction MaxLevel ClassSet [LEVEL] [iD] - sets max level restriction to [iD] of class MaxLevel ClassLift [iD] - removes class max level restriction [LEVEL] - what is the new max level [iD] - actor or class ID Examples: MaxLevel GlobalSet 10 MaxLevel GlobalLift Maxlevel ActorSet 20 5 Maxlevel ActorLift MaxLevel ClassSet 30 7 Maxlevel ClassLift Priority: In case of multiple restrictions (default, global, actor, class) the lowest value one will be used. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Author: Mr. Trivel Name: Gain Stats on Level Up Created: 2016-03-15 Version: 1.1 What does it do? Actors gain stats on level up depending on their class. Screenshots: It's just numbers. How to use? All stats go into class note field: <STAT> formula </STAT> Stats: MHP, MMP, ATK, DEF, MAT, MDF, AGI, LUK v = variables a = actor Examples: <ATK> v[10]; </ATK> <DEF> Math.randomInt(5); </DEF> <LUK> -1 </LUK> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Author: Mr. Trivel Name: Restore HP/MP/TP Created: 2016-03-15 Version: 1.0 What does it do? Allows actors, classes, weapons, armors or states to restore HP/MP/TP after winning a battle or leveling up. Screenshots: Battles were way difficult to get a nice screenshot. How to use? Add following tags of your liking to actor/class/weapon/armor or state note fields: HP: <RestoreAfterBattleHP: [AMOUNT]> <RestoreAfterBattleHPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpHP: [AMOUNT]> <RestoreAfterLevelUpHPPercent: [PERCENT AMOUNT]> MP: <RestoreAfterBattleMP: [AMOUNT]> <RestoreAfterBattleMPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpMP: [AMOUNT]> <RestoreAfterLevelUpMPPercent: [PERCENT AMOUNT]> TP: <RestoreAfterBattleTP: [AMOUNT]> <RestoreAfterBattleTPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpTP: [AMOUNT]> <RestoreAfterLevelUpTPPercent: [PERCENT AMOUNT]> RestoreAfterBattle - restores HP/MP/TP after a won battle. RestoreAfterLevelUp - restores HP/MP/TP after a level up. [AMOUNT] - flat amount E.g. 10, 100, 1000, 50, 37 [PERCENT AMOUNT] - uses floating point E.g. 0.53 being 53%, 1.0 being 100% Examples: <RestoreAfterBattleTP: 50> <RestoreAfterBattleHP: 15> <RestoreAfterBattleHPPercent: 0.05> <RestoreAfterBattleMPPercent: 0.10> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Author: Mr. Trivel Name: Change Equipment on Level Up Created: 2016-03-15 Version: 1.0 What does it do? Changes actor equipment on specific levels when leveling up. Screenshots: Not for this plugin. How to use? Open the plugin in your favorite text editor, scroll down to EQUIPMENT SETUP and follow the structure there. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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SOUL_MV Retain Level on Class Change Author: Soulpour777 Plugin Description: Whenever you change class, it feels like a cheat when you change class and return to level 1 after so much time grinding for experience when you are on the other level. I don't like that. This snippet plugin allows you to retain your level when you change class from an event. Author's Note: I am just bored and I am out of ideas to make, so I just did this for a whim. Download (Mirror 1) - Dropbox
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Hi. I want to make a variable fro a conditional branch that checks what the party's average level is. I'm sure there's some little line of code that'll do it. Thanks!
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Author: Mr. Trivel Name: Static EXP Created: 2015-10-26 Version: 1.0 What does it do? Makes every level require same amount of EXP. Enemies give exp depending on actor level. How to use? Set parameters in Plugin Manager. And use tags for enemy note fields: <level: X> - Level of enemy. If no level noted assumes level 1. <custom_base_exp> - instead of using default base EXP Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Hello, So I was making my game and I noticed that my players might have to level grind a few levels before defeating a boss battle ahead. What I was wondering was, do people think it's bad that a game makes you level grind? Do you think that your level should be just fine if you do everything possible in the dungeon? I honestly enjoy level grinding, especially when lets say my level is 11 and to defeat the boss I need to be at around 15 I'd gladly go and battle some more and hone my skills. What do others think? Would you rather not level grind? Would you rather base it all on strategy? I feel my game is going to border on both but I'd like to know my friend's opinions Over and Out, Knighty
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Hey all, Its been a while since my last blog entry. Real life keeps me busy (damn working class!) but there is progress at last. I have decided to rename this blog into a general RPG development, because my main project is currently undergoing drastic changes. What has not been changed is the core system, especially the skill system. I want to talk about that today. The skill system in general 1. In the game, skills cannot be learned regularly. Instead they become available at a certain level. Then you can buy the skill at a special skill shop. Usually a new skill becomes available every 5 levels. 2. All skills in the game come in 5 levels (I through V) of increasing power. Once you have learned a skill at a specific level you can learn the next skill level. Usually a new skill level becomes available every time your character levels up. Each new skill level replaces the previous skill level. 3. The final game will feature about 20 skills (exlcuding levels) for each class. But you cannot take that many skills into combat, you have to "equip" skills instead. Each character can equip up to 8 skills at a time. This forces the player to make a decision. A quick glance at the Combat System 1. Combat uses a script by Mr. Trivel (Battle Rows). That allows you to place your characters in the front or back row. The row has big impact on how the character performs during the battle. 2. Usually the front row is reserved for fighters, while mages and archers stay in the back row. 3. The row system modifies damage dealt and damage taken as well. Missile weapons and magic spells are not affected by the row. Skill Specialities 1. There are active and passive skills. Active skills must be activated during combat, while passive skills generate a effect as long as the character has equipped the skill. 2. Some skills feature a cooldown, warmup or use limit - this is done via YANFLY's skill restriction script. 3. In addition to the general skill limitation there are Heroic and Legendary skills. Heroic skills are limited to 2 (no matter what skill) while Legendary skills are limited to one skill. This means a character can only equip two or one of them at a time. 4. Each class utilizes a different resource system in order to pay for skills. Some classes use MP, while others use TP or even sacrifice HP. Some classes make heavy use of skills with cooldown or warmup restrictions. 5. Finally there are switch-skills. Usually two skills are marked as a switch and only one of them can be equipped at the same time. Most often this allows the players to choose a more offensive or defensive style of play. Example: The Knight Skills To finish this mega blog article, I like to explain you the first bunch of skills from the knight class. One of the core classes to be found in the game. The Knight is a slow moving powerhouse with lots of HP and DEF, but is also able to dish out some serious damage. The Knight is one of the first classes available in the game and is a superb addition to any party. Able to provoke the enemy, protect his party members and soak up tons of damage - the Knight is a true Tank class. The disadvantages of the knight are his lack of AOE skills (only one and even that is not really a area effect), his reduces ATK compared to the more offensive classes and his vulnerability to magical attacks. The main advantage of the knight are his cooldown skills. The knight does not require any kind of resource (like MP or TP) to use its skills. Instead, each skill features a cooldown of one or more turns. This limits the skill use but allows the knight to re-use its skills after each combat. This fact makes the knight more enduring than all other classes. Knight Skill List Shield of Faith I-V [Active Knight Skill, 2/3/3/3/4 turn cooldown, no other costs] The knight gains 4/8/12/16/20% DEF & Guard Rate for 2/3/3/3/4 turns. Justice Strike I-V [Active Knight Skill, 2/3/3/3/4 turn cooldown, no other costs] Deals ATK + MAT damage (increase with level) to 2/2/3/3/4 random targets. Royal Blade I-V [Passive Knight Skill, Switch Skill tied to Knight's Armor] Increases the Knight's ATK permanently by 2/4/6/8/10% Knight's Armor I-V [Passive Knight Skill, Switch Skill tied to Royal Blade] Increases the Knight's DEF permanently by 2/4/6/8/10% War Cry I-V [Active Knight Skill, 2/3/4/5/6 turn cooldown, no other costs] Knight gains 5/10/15/20/25% MHP & provokes enemies for 2/3/4/5/6 turns. Shield Rush I-V [Active Knight Skill, 2/2/3/3/4 turn cooldown, no other costs] Low damage and 75/80/85/90/95% chance to stun one target for 1/1-2/2-3/3-4/4-5 turns. Crippling Blow I-V [Active Knight Skill, 2/2/3/3/4 turns cooldown, no other costs, Switch Skill tied to Sunder Armor] Low damage + Reduce target opponents ATK by 5/10/15/20/25% for 1-2/2-3/3-4/4-5/5-6 turns. Sunder Armor I-V [Active Knight Skill, 2/2/3/3/4 turns cooldown, no other costs, Switch Skill tied to Crippling Blow] Low damage + Weaken target opponents DEF by 5/10/15/20/25% for 1-2 turns. Dash Attack I-V [Active Knight Skill, 2/2/3/3/4 turns cooldown, no other costs] Medium Damage (increasing with level) & push back (75/80/85/90/95%) one target (target is moved from the front row into the back row. If it was already there, the effect is ignored). Thrust of Valor I-V [Active Knight Skill, Heroic, Warmup 1/2/2/3/3, Cooldown 2/2/3/3/4 ] Powerful ATK + MAT Damage (increasing with level), Stun (50/55/60/65/70%) & push back (50/55/60/65/70%) one target. Phew - thats all for now, more to come in one of the next blog installments! If you are still with me, thank you for reading this wall of text. Yep, this is a big project and it will keep me busy for month's if not years. But its moving forward, in the next installment I will introduce you to the next class: The priest! cheers -Malagar
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When playing through RPGs that give you more characters that can fit in a party, they're usually cast off to the side and receive less EXP from battle until you can stick them back in. However, at this point, they're often a couple levels behind and you have to grind them back up to speed with the rest of the party. Or a little more exaggerated scenario would be when you don't train a character that you don't like, and they end up being around level 7 while everyone else is level 35. So then a story event takes place and bam, you're forced to use that level 7 character, who really is weak and useless now. In Final Fantasy XIII, everyone got the same amount of EXP after battles, even if they weren't participating in it. Everyone remained at an even development level. In contrast, Final Fantasy IX had characters not in the active party receive zero experience, so the second scenario could occur. Personally I think it's kind of lame to have to get someone to catch up, yet it also seems kind of "too easy" if you aren't penalized at all for making poor choices in party formation... but then again, you shouldn't be penalized for doing what you like (in your right mind) and experimenting a bit... Well, I threw in a poll to see what people think. What do you guys do with reserve party members? ._.
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Okay, so this is kind of a narrow question... A system I'm using in my game involves the Titles system in Tales of Graces to give stat boosts and teach skills. You earn SP from enemy mobs, which raise the "title level". Upon reaching the title level, you gain the specified bonus. The issue is that it makes regular leveling somewhat awkward because they both should do the exact same thing--make a character stronger by giving them stats and skills. How should I fix this problem? Tales of Graces also seemed to have this issue. Instead of having growth rates like this... <mat growth: +0.400> <mdf growth: +0.440> <agi growth: +0.425> <luk growth: +0.350> Should I instead make it so that the player gets to choose one attribute point to increase every time someone levels up? Or what if I took out Leveling Up entirely, and gave the Titles system top priority for increasing stats and teaching skills? But if I did that, wouldn't it remove the game's sense of "progress" in leveling and promote grinding, as title levels are easier to get? Need opinions.
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Humble Beginnings of a Skill System (Feedback appreciated)
Fhizban posted a topic in Theory and Development
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! -
I am thinking of implementing a gambling system and level generator for my game and I want your opinion.(Full details on what I mean below) Gambling System: I am thinking of having a vendor who sells gambles,in other words there will be different price classes so you don't get anything overpowered for no cost. E.G: For 500 Gold you might get a potion,battle axe etc... and have better stuff for higher price classes but also have the risk of getting nothing. Level Generator: Think Diablo 2. The areas differ with each playthrough,let's say with your first character the areas are: A,B,B,C,A (that's how one area look in terms of mathematics) Then with the second character the same area might be: C,C,A,B,B Short version: each time you create a character the area might differ. I want your opinion on this also tell me if you want to learn how to do this. I hope I expressed myself clearly,if not then please tell me what you don't understand and I'll try to phrase it differently. Kind Regards, Erik Zetrov
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