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Hello all,

I'm looking to add a sort of "corruption" mechanic in my game's battles. This works as certain enemy skills increases the player's corruption (Note, there is only one character throughout the entire game). If the player's corruption reaches %100, s/he loses the battle (My game will checkpoint, as this can happen easily if the player is not careful, so I don't want the game to be too hard.)

So I'd like to advice how to implement this. I'd really like there to be a bar to show the player how corrupted they are in battle. I also plan to have magic spells that only work if the player has a minimum amount of corruption. A unique scene will also play out depending on the enemy. Also state ailments that will increase corruption rapidly. Any advice on how to go about this? Will I have to implement scripts to make this work, or can I just do it with common events, and with adjustments to the database? I was thinking of somehow reworking TP into corruption. Is that possible? I'm having trouble figuring out how to link common events, to the player's TP reaching %100.

Also, I'd like to make the same conditions apply to enemies, where they can be "purified", but it's basically just the concept. This giving the player a choice of either killing, or purifying enemies. 

Edited by Danny Hopkins

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Hello all,

 

I'm looking to add a sort of "corruption" mechanic in my game's battles. This works as certain enemy skills increases the player's corruption (Note, there is only one character throughout the entire game). If the player's corruption reaches %100, s/he loses the battle (My game will checkpoint, as this can happen easily if the player is not careful, so I don't want the game to be too hard.)

 

So I'd like to advice how to implement this. I'd really like there to be a bar to show the player how corrupted they are in battle. I also plan to have magic spells that only work if the player has a minimum amount of corruption. A unique scene will also play out depending on the enemy. Also state ailments that will increase corruption rapidly. Any advice on how to go about this? Will I have to implement scripts to make this work, or can I just do it with common events, and with adjustments to the database? I was thinking of somehow reworking TP into corruption. Is that possible? I'm having trouble figuring out how to link common events, to the player's TP reaching %100.

 

Also, I'd like to make the same conditions apply to enemies, where they can be "purified", but it's basically just the concept. This giving the player a choice of either killing, or purifying enemies. 

 

Well, the easiest way would be to rename MP or TP "corruption" since the game displays this already.

The other way I can think of is to assign variables for corruption and purification and get a custom script that displays a bar for these, then setting up all enemy attacks to add to the corruption variable.

You would have to remember to add in an event that checks after a battle and returns purification to 0 so it will good to use on the next enemy.

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Yes, using TP was what I was thinking of using, but I'm not very familiar with ruby coding, and the engine's scripting is limited when dealing with TP. A few things I'd like to change about TP, is the color of the bar, and how to NOT have it reset after each battle. Corruption carries over, and the player has to do certain things to keep it from filling between, and during battles, such as meditating at base camp. I also need to figure out how to link a event to TP reaching %100, where I can add a status ailment to the player, and force the player to lose the battle. Note: Loses don't end in game over, the player is returned to base camp in the case of a lost battle (And loses a percentage of money), so I need to have this linked to a common event.

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I think you can get TP to carry over, but like you said I think you might have to get into scripting or make a request for some script that lets the TP fill slower, stay between fights, and assigns the value to a variable you can use to trigger events with.  Might also be able to get a script (like neo gauge ultimate ace) that might have some settings to change the TP bar color.

 

The people over in the script help and script request boards are very friendly and might help you if you can give them exact details of what you need.

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I think you can get TP to carry over, but like you said I think you might have to get into scripting or make a request for some script that lets the TP fill slower, stay between fights, and assigns the value to a variable you can use to trigger events with.  Might also be able to get a script (like neo gauge ultimate ace) that might have some settings to change the TP bar color.

 

The people over in the script help and script request boards are very friendly and might help you if you can give them exact details of what you need.

You can actually control TP through features in states or on the characters themselves. There's a Preserve TP feature in the "Other" tab under "Special Flag". Setting this will preserve the TP between battles. In skill settings you can control the "TP Gain" you get when using a skill in the "Invocation" section. In the "Parameters" tab, either in the "Ex-Parameter" or "Sp-Parameter" section, you can control the TP regeneration rate which determines either how much you gain when hit or how much you gain every turn. However, for what he's asking scripting may be needed.

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This is some pretty good advice, but does anyone know how I can make "purification" percentage for enemies? Do they have TP too, or will I have to use variables for it?

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Yes, enemies have TP as well.

The trick'll be making actor TP not do what enemy TP does.

 

With that, I'll mirror what AB said in that you will likely need a script for this.

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Well, actually I think it will do exactly the same thing, sorta. It will both place a status effect on them, the effectively acts as another "death".

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In that case, you will probably need a script for sure  The TP bar fills pretty quickly by default.

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