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Found 6 results

  1. Hi So Dungeon and Dragons? you got to have played it or at least heard of it. It's like the mother of RPG's. Anyways, so I skimmed trough some D&D books I had to get some ideas not long ago and I found Quick spell "quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell." Is it possible to implement this in the normal skills formula and if so how? Sins I can only the basic like: a, b, if, or, +, -, *, / and also is there a good place or tutorial where I can learn about formulas? just enough so I can make ability's with twists like this I guess Tnx in advance
  2. Necromedes

    Animation Pack Suggestions.

    I am still working towards a commercial Animation Pack for skills, spells, etc... I am curious as to what sorts of animations you all would like to see included. I make no promises that they will be added but I would like to know what you all would be interested in having available to you. ~A couple of things to keep in mind~ 01: Please do not post a suggestion unless it is something that is clearly possible in Ace. i.e... 3D animations, etc... Keep it realistic and helpful. 02: Please be somewhat detailed. Simply saying "A fire blast" is rather broad, so a little more info would be appreciated. I look forward to reading your submissions.
  3. I ducked out of RPG maker for a while until I found an idea which I can use to learn RPG MAker in a non-commercial fashion. I'll talk about that elsewhere, but this particular project will be where I figure out the many systems and methods I'll use for my more official projects. This is the first one I'm going to need help with: You've probably heard of spell-learning systems where you learn a spell from not just a store, but also by books that you can find in the game. That's basically what I'm looking for: A spellcaster starts with a set of small spells, some of which do level up as you progress. But more spells need to be earned, either by a skill store (which is easy) and through books that are found in various quests--a quest reward no doubt--which the character reads and learns from there. (Which I might be needing some help in) For those who need to know beforehand, I use the Yanfly script set. Any and all information that'll help me will be greatly appreciated, and thanks in advance.
  4. Elemental Spells Frozen Darkness: Cool off your opponents with this heart-wrenching spell. Does Base Magic + Weapon Attack * Enemy's Defense - Enemy's Magic Defense (Ice Damage). Also bestows Dread upon opponent, causing them to lose %2 of their attack, magic attack, defense, and magic defense for 1~6 turns. Flaming Frostbite: Causes fire damage with a chance to freeze enemies. Hits entire group. Pierces magic defense. Freeze chance of 40% + 5% per level. Dark Lightning: A burst of black thunder strikes 3 enemies simultaneously, causing dark and electric damage with a 60% chance to stun for 2~6 turns. Stacks twice. Damage is halved on ground type and Dark type enemies. Holy Spells Path of Light: Casts a magical aura of light upon one enemy, either causing them to flee with repent, or massively damage the core of their being. 25% chance to cause flee or 1200 Holy damage. Works only on Humanoid type enemies. Does not work any boss except a human one. Can only cast once every five turns. Searing Light: Causes extreme Holy and Fire damage. 50% chance to cause burning and blind for 1~3 turns. Glory of Gyandu: Pray to Gyandu to heal your entire party for 50% of their current health, also Blesses, causing party to recieve a bonus to their attack, magic attack, defense, and magic defense. Only works if party health total is below 50%. So that's it so far. I consider these advanced because of the work it'll take to get them working, as well as the conditions each spell has. You all have your own opinions on these and I would like to hear them and receive feedback. I strive only to bring something new and interesting to the playing field!
  5. Hello community, Galve here, I was wondering how some of you decide on abilities for classes to make them interesting in combat. Since combat takes almost 1/3 of the time in a typical RPG, I believe it should be rewarding and interesting. In some RPG's, especially the ones with random turn-based encounters, I found that some players want to skip combat entirely. However, the combat system is another forum post. For now, I would like to know how you make interesting abilities in a turn-based or time-based battle system. Here are some questions to consider: What are the thoughts that go into balancing abilities against each other? How do you go about determining resource cost? (mana, MP, whatever) How do you make an ability that won't be replaced by a more powerful ability? How do you decide which abilities a class gets so that it feels like a class. What are the thoughts you have about synergy between abilities? I have an example of a mage-style ability set that I am working on and it looks like this: Starting Spell ==> Follow Up Spell ==> Hard Hitter Spell==> Recovery Spell Starting Spell: Conflagrate This is a cheap spell with modest damage. It gives the enemy a powerful burn-style debuff that burns through their health. It also raises the target's agility. So when you cast this spell on a monster or player, they take damage and recieve a burning debuff and a boost to their agility. The player wants to cast this mostly for the burn debuff. Follow Up Spell: Smolder It grants a strength buff to the target. It does damage and it lowers the target's magic defense (spirit). The player wants to cast this for the spirit debuff. Hard Hitter Spell: Fire Storm This spell does massive damage costs a lot of mana and removes a magic defense (spirit) debuff. The player wants to cast this for the damage. Recovery Spell: Cinderspark This spell recovers the caster's mana, removes a strength buff and an agility buff on a target, and removes a burn debuff on the target. The player wants to cast this to recover mana. Each of these spells can be cast independently, but they are designed in such a way that the player will want to use them all at some point. The idea behind this ability set is that the mage character can do a lot of damage by delaying Cinderspark as the burn debuff is quite powerful, but they will quickly run out of mana using the other spells. Additionally, if they have another method of recovering mana, they can do extreme amounts of damage but the monster's strength and agility will be substantially buffed the entire time. I would like to know what you guys can come up with and any ideas you might have for interesting combat abilities. What do you all think about my example above? Go ahead and share some of your favorite mechanics from other games as well.
  6. Tell me what you all think so far ...... Here is the video....
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