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Found 6 results

  1. Name: Simple Skill Leveling Version: 1.1 Author: Mr. Trivel Created: 2015-11-27 What does it do? Skills change to their stronger or different versions after X uses. Video: How to use? To make skill change after some uses, use the following tag: <LevelUpTo: [iD], [uSES], [REMOVE]> Will make skill require a specific other existing skill that was used. <LevelUpRequire: [iD], [uSES], [REMOVE]> [iD] - Skill ID to change to [uSES] - After how many uses change into that skill [REMOVE] - 0 - keep skill after leveling up, 1 - remove skill after leveling up (Remove is optional, by default it'll remove) Examples: <LevelUpTo: 5, 25, 0> <LevelUpTo: 8, 10> <LevelUpTo: 5, 20, 0> <LevelUpRequire: 7, 5> <LevelUpRequire: 8, 9> <LevelUpTo: 7, 20> <LevelUpRequire: 8, 10, 0> <LevelUpTo: 8, 10> <LevelUpRequire: 7, 20> Plugin: <Link: Github> How to download 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 non-commercial projects. For commercial use contact Mr. Trivel.
  2. 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:
  3. Hello everyone. I've recently been thinking about skill, quest and leveling systems in RPGs and I've come up with a few interesting ways to do all of them and figured it would be interesting to share. Feel free to share your own ideas as well. I have two ideas on skill acquisition systems: -1. Skills purely through quests. This one is fairly simple, the characters do not get skills from leveling up, only stat points. This could be only through main quests or side quests or both. This could easily make people more interested in the world or side stories because they will need to go through them for skills, obviously you wouldn't put skills that are essential in side quest, but you could put ones with unique ones with cool effects, or just ones to help out with the ones gained in main quests. -2. Skills through area exploration. This is a slightly more interesting one. You could have the players start off the game with a certain number of skills that can carry them through the game, but have a bunch of extra ones scattered through the game maps. You could either do this just from reaching a certain point in a map, or a landmark in the map. Or even have there be a puzzle that leads to some sort of skill manual or something like that. This is also a good way to get people interested in the world and as more of proactive way of getting skill rather then grinding for five hours. Quest system ideas: I really only have one quest system idea, so let's get to it. My idea is less of an overall system and more of an idea for areas without any real NPCs or story. The idea is to have a series of objectives show up whenever players enter this type of area listing off things like "Kill X Gargoyles", "Collect X Daisies", "Discover X amount of landmarks" y'know, that kind of thing. Once they finish all of those object then they get whatever kind of EXP, gold or skill reward you decide. Leveling Systems: Got two ideas again. -1. Idea number one is inspired by how older TES games used to do character leveling. Basically, you have three requirements before you can level up: 1. Required amount of EXP. 2. Required amount of kills (separated into categories like Human, Animal, Monster, ect.), and another requirement that you decide yourself. After you get all three requirements completed then you go back to tavern, or homebase, or whatever and rest. While resting you can choose what attributes to increase and what skills to acquire that are available to your current level (there's a bonus skill acquisition method for you.) and then you get new requirements for the next level and repeat the process. -2. Final thing here. This is slightly less awesome, but any interesting way to get players interested in sidequests. The basic idea is to require a specific amount of quests completed before you level up. This is more of a way to make sure that the player is around a certain level when they reach a certain area in the game. Not really much more to say about this one. Well that's all of them. These are mostly ideas that I've more mused over then meticulously thought about, but I think they all have some merit to them. Anyway. What do you think about these ideas? Are they cool? Bad? Stupid? Do you have any other interesting ideas for these kinds of systems? Post and discuss below!
  4. 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!
  5. My fiance and I were talking while playing Lost Oddysey and have noted many things we would like to see improved. Just a little brainstorming and trying to focus on one project for now. I am pretty bent on creating an RPG FF style game. Here is what she proposed. In games like the Lost Odyssey and similar titles, turn-based strategy battle systems have been popular but relatively remained untouched for quite some time. If it's not broke, don't fix it. Now I,m not saying it's broken, rather that it can be expanded into how your character developes in the end. In the game I am proposing, there are 5 main elements with a hidden 6th. To keep things mysterious, Ill only list the first five being Aqua/Frost, Flame, Lightning, Earth and Life/Mana. In many RPG games, you undergo a leveling process that upon raising, randomly (or not) raises your stats. We were talking about a more diverse system in which fighting certain types of monsters (ex: Aquatic beings) would allow you to raise a sub stat (swimming strength or water breathing abilities) that can be maxed out and such. That way there are advantages and disadvantages to fighting certain types of beings. Now, this will take quite a long time to develope each "skill" and allow access to places you normally couldn't venture too with an example using breathing underwater as an ability would allow you to venture into an underwater city. One thing I really like about Lost Oddysey is that you can build accessories based on the items you acquire from the monsters you defeat and upgrade them via the same manner but reconstructing them again and again. Why not do this with weaponry as well. Of course by adding one thing you may have to sacrifice another to keep the balance of the weaponry noticable but not overpowering. Another thing we were discussing was the process of magical energies, swordplay and such and how they affect you. Well for one, she dislikes that I can hit a flying creature with a sword calling it unrealistic that you should only be able to hit it with Magic and/or weapons such as guns which can realistically reach them while swords can benefit you against ground dwelling creatures. Now she happens to love Fable and enjoyed the third installment saying that her favorite part was, "setting things on fire." That aside, she also loved being able to acquire skills like at the blacksmith or pie making areas. She thinks she would enjoy the game more had it used these for leveling up certain things like magic. So lets say you are Lv 5. You now are able to apprentice under a sorcerer, mage or what have you in some distant city and they will teach you what they know for a price or for items that can be found around the maps. However, if you approach a Mage capable of teaching lv 10 magic, you will be barred from becoming an apprentice. Same with blacksmiths, and such. You would only be able to combine materials to make more powerful accessories if you study under a blacksmith of some sort. This would extend to all manors of gameplay to create a character that is unique to you. We, however, disagreed on one point. I personally love turn based strategy but am willing to go without it. She, however finds that it is dumb and doesn't offer a lot of strategy or quick-paced gameplay like she likes. She proposes something more like FF12 in which the character free-roams and fights randomly generated creatures, some of which would be very rare or only appear during certain conditions. From there, you can engage them and fight giving you a bar similar to FF where it charges the next time you are able to strike which can be influenced by leveling up and training. I will be editing this because it seems she has more ideas but wants to watch me play Lost Odyssey to gain more influences. let me know what you think guys.
  6. First of all, hello all! I'm currently working on my very first RPG Maker project, which is, in my opinion, pretty ambitious for being a first project... My current project is on hold for a few reasons, the only relevant one being that I can't seem to get the leveling and progression right. I had planned my party's levels to increase something like this: While it may seem as though I've got it all planned out, I'm not sure if what I want is a very good way to progress the game. Right now, I'm concerned that the party members that join may end up over/underpowered (same goes for the bosses) if I do not plan out approximately what level the player should be at when they show up. Another problem I'm having is overall difficulty. Wall of text in 3...2...1... So, basically, I'm asking if it seems like my project's current degree of difficulty feels appropriate. I'd like to hear something about how difficult the game should be, and around what levels... I realize that difficulty may be somewhat opinion based, but any input would still be welcome.
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