MitchellKrever 0 Posted February 23, 2014 Hi I have an idea for a Battle System I would like to make and I kind of have an idea of how to make it but I was wondering if someone could point me in the right direction on how to go about scripting something like this. I put a spoiler for the introduction in case your like me and just want to get to the idea and skip my yapping. So I played this game for RPG Maker VX called Touhou - Wandering Souls. I was impressed. It showed me how far the RPG Maker Community has come in terms of scripting. I LOVE side-scroll action RPG's. This game called Monster Boy in Wonderland (for Genesis)might not be the best ever RPG but it's side scrolling action combat with RPG elements just really hit the spot. Than there's Super Smash Bros. series. Yah I know its not an RPG but the battle system on that is just amazing. Ever since it first came out on N64 and I used Pikachu I feel in love with the (at that time) Fast Paced combat. I LOVE playing Super Smash Bros and mainly because of Pikachu because I LOVE Pokémon. I would have EPIC battles with Pikachu versus Jigglypuff. I FINNALLY got what I always wanted. To control and watch a heated Pokémon fight like in the TV show. I always hoped they would bring out a Pokémon RPG with a Side-scroll Battle system. I guess the closest thing that was what I wanted was Pokémon: Type Wild a Pokémon fighting game which was AWESOME. There is also a Pokémon fighting game possibly getting made called Pokken Fighters. As awesome as it's going to be it's just not the same, unless they plan on adding every Pokémon where you still level them and choose moves... I highly doubt that. I love the POKEMON RPG SERIES. Catching them, breeding them, raising them with the correct IV,EV and Natures. Getting the best move set and using my STRATEDGY to win. A fighting game is going to require to much reflex. Super Smash Bro's had strategy with n64. It wasn't as fast as a fighting game. I don't want to lose the strategy Pokémon but I still want to have a good Action Battle system. So.. WHAT IF? What if I had a Smash-em Side-scroll system that when a battle started instead of boring turn based strategy it was Real-time Smash-em Strategy? What if I took Pokémon Fire Red made everything the same and only changed ONE thing the battle system? I WOULD LOVE IT!!! It would at the very least require the system itself and graphics. With polish you could have the trainers shout a command of the move you are using, and Pokémon making sounds for there moves like on the TV show or SSB. SO here's my Game Mechanic Design Idea. What must I do to make this matured dream this IDEA turn into a reality. Basically a Super Smash Bro's Game with 151 characters? Pokémon Smash! Concept: Pokémon with the original 151 Pokémon remaking the battle system into a Side-scroll Action Battle System.Basic Attacks: Each Pokémon will have 10 basic attacks. Standing, Running, Up, Down, Left or Right, Air, Up Air, Down Air, Left Air, Right Air. These attacks cannot be changed. Basic Attacks deal significantly less damage than Special-Special or Special-Physical attacks and do not have special effects but do not require PP to use. Special Attacks: Each Pokémon can learn 4 Special Moves. When a new move is learned it is assigned to B+ Up, Down, Left, or Right. Most moves direction can be changed by pressing where you want it to go before the move is executed. Special Moves can be Physical, Special or Status Moves. Some of the stronger moves have cool downs and you must wait to use again. All status moves use of PP for the corresponding move. Special Movement: Each Pokémon can also have various special movements. They are set for each species and are learned as your Pokémon levels up. Super Dash: Quicker start when dash is used. Super Jump: When jumping from a crouch Pokémon jump’s much higher and faster. Double Jump: Allows a second jump. Fly: Pressing Up Up in air allows Pokémon to fly. Energy bar called flight determines how long Pokémon can stay in air. Pokémon will glide down once energy is depleted. Glide: Pressing Up once in air will allow Pokémon to glide down slowly. Doesn’t use flight. Quick fall: Pressing Down Down Allows Pokémon to fall much faster. Air Dodge: Press R and direction allows Pokémon to dodge in air. Uses some flight. Dodge: Pressing R and left or right allows Pokémon to dodge on ground. Some Pokémon have special dodges like teleport. Blocks: Holding R allows Pokémon to take less damage from attacks. Some Pokémon have special Blocks like Invisible Wall (Mr.Mime) Parry: Pressing R on point of impact allows some Pokémon to knock back foe or stun foe instead of being knocked back. Burrow: Pressing Down Down allows Pokémon to go underground. Pokémon can still be seen by burrow trail but cannot be hit by most moves. Pokémon cannot dodge while burrowed and most come up to use most attacks. Quick Recover: Pressing R at the point of collision allows Pokémon to not collide or recover faster. Some Pokémon have special recovers like rebounding of colliding object. Dash/Dodge Swim: Allows Pokémon to Dash and/or Dodge in water. Grabs: Many Pokémon can grab. Some Pokémon can use basic or special attacks while grabbing. Some Pokémon can use throws. Grab time (how long pokemon can be grabbed for) depends on multiple factors such as Pokémon’s grab, opponent’s weight, mass, and health compared to trainers weight, mass and health. Up, Down, Left or Right can be used to throw and can be combo with basic or special attacks. Stats: Attributes will be altered in various ways. HP: Health points have an X% multiplier to make battle last longer. Physical Attack: This will determine damage of basic attacks and Special Physical. Physical Defence: Also effects basic and collision damage reduction. Special Attack: This will determine Special-Special Moves Special Defence: No changes Speed: Helps gives % bonus to move speed, dodge speed, grab speed, attack speed, and recover speed. EV and IV stats will still exist in the game. Hidden Stats: Pokémon’s base hidden stats will be different for each species. Some can be altered through the Speed Stat. Some of these stats play a role in the speed, range and knockback of attacks. Some stats effects movement. Speed Hidden Stats Speed gives a modifier to many different hidden stats Move Speed: How fast a Pokémon moves on land Swim Speed: How fast a Pokémon moves in water Fly Speed: How fast a Pokémon flies (Only for Pokémon that can fly) Reaction Speed: How fast a Pokémon takes before using moves dodges, grabs etc. Recover Speed: How fast a Pokémon takes to finish attack, dodge, grabs etc. Also effects knockback recovery. Weight Hidden Stats Weight gives a modifier to many different Pokémon’s hidden stats Knockback resistance: Defence for how far a Pokémon gets knocked backed or trip. Knockback recovery: How fast a Pokémon will recover after getting knockdown. Force: Bonus to how much physical moves knock back. Tumble: If stunned in air determines when a Pokémon can recover mid-air. Turn Speed: How fast a Pokémon can turn around. Heavier Pokémon takes longer Fall Speed: How fast a Pokémon falls down, heavier weight affects fall speed Jump Speed: How fast a Pokémon jumps reaches max jump height Max Jump Height: How high a Pokémon can jump. Traction: How much a Pokémon slides while slowing down. Heavier = less Grab Time: How long a Pokémon can be held in a grab for Attack Stats When showing moves the Power, Force and Speed and Special Effects will be shown instead of Power and Accuracy .How an attack works is determined by the animation of hitbox and properties. The Pokémon stats affect this. Start time: Animation before hitbox to activates. (Effected by reaction stat) Attack range: How far the hitbox reach goes. Attacks affected by Pokémon’s hitbox activate point. For example Pikachu’s hitbox activate point for Thunder Punch would have less reach than Hitmonchan’s Attack hitbox size: How much space the attack covers on the battlefield. (Individual Pokémon’s hit box for physical, custom for special or status) Attack time: Animation for how long the hitbox is out for. Attack Priority: Determines whether a hitbox can cancel out other hitboxes through priority rules. Rebound: Determines whether a move is interrupted when it clangs with another move. (Pokémon’s weight and Attack stat effect) Attack Damage: Also Effect by Pokémon’s Attack. (Pokemons Attack stat effect) Effect: Determines possible effects burning, freezing, sleeping, poison, confuse paralyse, infatuated, flinch, leech seed etc. Knockback: How far the opponent gets knocked back.(Pokemons weight and attack stat effect) Angle: Angle of knockback Hitbox other effects: Determines extra affects such as absorb immunity, reflect immunity, unblockable etc.) Attack recovery: Animation after hitbox is gone till Pokémon is controllable again. (Attack recovery effect.) Special Conditions (Amount of time is subject to play testing) Burn: Every 5 seconds or so Pokémon loses 1/8 of its health. Pokémon’s Physical attack is also halved Freeze: Pokémon is immobile and can only use an attack that would thaw it. Every 5 seconds there is an 8% chance it will thaw Paralysis: There is a 25% chance every 5 seconds the Pokémon will stop what it is doing (Even mid attack) Pokémon’s speed is reduced by 50% Poison: Every 5 seconds the Pokémon loses 1/8 health Badly Poisoned: Every 5 seconds The Pokémon loses 1/16th Max HP for the first turn and then adds 1/16th to the amount to be lost so on 2nd turn 2/16th, 3rd 3/16th and so on until the Pokémon faints Sleep: The Pokémon is immobile and cannot attack for anywhere from 5-35 seconds Attract: Only works on opposite gender. Each attack has a 50% chance to make the Pokémon not attack for 5 seconds. Confusion: For 5-20 seconds each attack has a 50% to attack itself instead. If no attack is attempting within 5 seconds there still is a 50% the Pokémon will attack itself Curse: Pokémon loses 1/4 it’s health every 5 seconds Share this post Link to post Share on other sites
HumanNinja 144 Posted February 24, 2014 You could use an ABS for this Share this post Link to post Share on other sites
Tsarmina 2,612 Posted February 24, 2014 I think the pressing keys thing might get a little confusing since this is real-time As said an ABS would work just fine for this, however if you feel like eventing/scripting yourself that'd be really cool~ Share this post Link to post Share on other sites