|
Post by The zoradude on Mar 5, 2005 10:45:18 GMT -5
I was thinking about making a variable for each one of the characters speels, and in the spell script that spells var. gets plus 1. Then at the end of the battle I check the total times they ahve used that spell and then if they have used it enough times, they learn a new one. I kinda see a little custimization for characters like that. For example if you use Fire more then you use Heal you would work your way towards a Blk. mage more than a wht. mage. So what do you think?
|
|
|
Post by WarDragon on Mar 5, 2005 10:48:38 GMT -5
sounds liek a good idea
|
|
|
Post by The Final Rune on Mar 5, 2005 10:50:41 GMT -5
Yeah, that sounds cool. I might just steal that idea myself.
|
|
|
Post by The zoradude on Mar 5, 2005 10:54:53 GMT -5
Yeah I just sorta noticed its going to be so easy to do. I think I'll start just as soon as I get home. I've been thinking about it for about a week now, but I haven't been home to try it...
|
|
|
Post by Dungeon Warden on Mar 5, 2005 12:24:48 GMT -5
I though about doing it this way at one point, but a read a book that used a rather unique magic system and I plan to use it instead.
You might want to make sure people aren't abusing the system by using a spell over and over again just to level it up. At least in RPG Maker 2, you can't target your own characters with attack spells so there is less chance for abuse.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 5, 2005 23:43:21 GMT -5
It sounds good. Do fighters get anything to make up for this?
|
|
|
Post by vespuleth on Mar 6, 2005 5:00:55 GMT -5
sounds very much like the grandia system. if so, will, weapons have a level as well, and the more you use the weapon, the more weapon experience/levels you get, which in turn gives you better skills.
|
|
|
Post by The zoradude on Mar 7, 2005 16:18:30 GMT -5
Hmm? In grandia (2 at least) you level them up by using skill coins (or some kind of coins) not by using them over and over again. The Weapons won't have levels, and as for the fighters, their skills will level up, but I think most of my characters will ahve a little magic any way. The main character has a little bit of light magic and another character is an archer, so I have options there like element shots. Any way I really haven't thought of any characters for the game yet because I'm not that far story wise.
|
|
|
Post by vespuleth on Mar 8, 2005 13:21:11 GMT -5
yeah, i was talking grandia 1.
|
|
|
Post by The zoradude on Mar 8, 2005 16:38:16 GMT -5
Oh... Then every one kept lying to me, Everyone I talk to says its just like #2.... But I actually got the idea of what I'm doing from Tales of Symphonia... I just wanted to expand it a little.
|
|
|
Post by nje789 on Mar 22, 2005 14:45:39 GMT -5
In my game the spells are gained by chasing down some weird thing that appears and dissapears while it roams around fields, then applying that to an element to learn the next spell of that elemental category.
You also have be able to use the element you want to master, though most of them are available from the start.
It gives a random, but balanced mini-game to getting stronger, and even if you master a certain element, the inaccuracy of stronger spells means they'll be no more reliable than your weaker spells until your Accuracy stat goes up.
|
|
Thrull
RPG Maker-in-Training
Posts: 16
|
Post by Thrull on May 11, 2005 4:07:57 GMT -5
Greetings,
From other games I've designed with the same type of magic system, it is VERY important that you put some kind of cap on it.
IE... At Level 1 the cap for Heal would be 3, at Level 2 it would go up to 6 ad infintum. The "cap" would just be a number that you use infiguring out the maximum the spell could do. This would make it very hard to abuse such a system. (And trust me, this kind of system is very easy to abuse without caps.)
|
|