Deleted
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Post by Deleted on Apr 5, 2005 4:57:46 GMT -5
I was playing Breath of Fire 3 and noticed some cool things in the battle system that could help mine some, and most of these I know exactly how to do (most are my own ideas). I'm likely to include some of these, but I'd like your feedback on which you think would make the battling better and which would be more detrimental than beneficial. (The names aren't permanent). If I put them I'm going to use a flat percentage to save me a l o t of work.
Counter - chance of doing a counter attack (with a normal attack) Auto Revive - chance of living with 1 hp instead of dying Critical - chance of a boost in offensive power (phys, magi, and heal) Defensive Critical - chance of a boost in defensive power (phys and magi) Auto Success - chance of Success Chance being reset to 100% (guaranteed hit, everything) Auto Failure - chance of Success Chance being reset to 0% (guaranteed miss, everything) Hasted Turn - chance of AGI being raised when calculating turn order (so they go faster that round)
The ones I'm not sure how to do are Counter and Hasted Turn, though I know Counter's possible (and Hasted Turn I have no idea, so don't count on it yet).
Thank you!
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Post by KingSpoom on Apr 5, 2005 7:33:24 GMT -5
Counter - only if you are defending
Auto-revive - I think I have this in my game as a spell, it's nice if you plan on doing a lot of damage (65%+) on a single hit.
Critical - Well, of course I have this on physical attacks... magical and healing effects is another matter entirely. Usually they are more powerful than normal means anyhow, and a critical hit could easily unbalance the mana system.
Defensive Critical - I remember dragon warrior monsters had something like this with fear bolstering your defense. A low percentage wouldn't be bad.
Auto-Success - I don't think is really needed, plus it could make certain battles more difficult if you need bosses to be special.
Auto-Failure - As long as everything has a normal chance to fail, this isn't needed either.
Hasted-Turn - It's hard to imagine a sudden burst of energy over what you already have going on in combat. There are other ways to alter the order of combat.
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Draygone
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Post by Draygone on Apr 5, 2005 10:31:40 GMT -5
Auto-Failure, no. I can understand accuracy being lowered to something like 60-70% due to a "Blind" attack, but complete failure?
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Deleted
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Post by Deleted on Apr 5, 2005 19:28:28 GMT -5
In case anyone was mistaken, these happen randomly all the time and aren't status effects. Keep the thoughts coming! thank you
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Post by vespuleth on Apr 6, 2005 1:00:38 GMT -5
i dont understand that last statement will. can you explain how these will happen in battle a little more?
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Post by KingSpoom on Apr 6, 2005 5:46:21 GMT -5
He means there will be a certain percent chance that, when you are attacked, you will counter, for instance. It won't happen all the time, and it won't happen in any particular order... so it's random. Think of them as passive skills that go off every once in a while. At least I think that's what he means.
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Deleted
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Post by Deleted on Apr 6, 2005 9:33:46 GMT -5
Yes, just (for example) on every attack there's a 4 or 5% (I don't know yet) chance of getting a critical attack, and 4 or 5% chance of defensive critical from the target, and 4 or 5% chance of a counter-attack from the target, etc. to make battle 'turn's less predictable. What I was first thinking of doing was making a hidden statistic like Willpower or something that effected these chances and I could switch different enemies' Willpower levels (chance of countering, etc.), but I'm not sure if that'll take a lot or not since I wouldn't be using one of the original rpgm2 stats (so I may still do that).
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Post by vespuleth on Apr 6, 2005 10:47:15 GMT -5
then i dont see how auto success or auto miss would matter.
if you hit, isnt it a 100% successful hit?
and if you miss one turn, isnt it a 100% successful miss?
if these come up in battle randomly, for one turn, these two would be the same as your normal hit and miss, wouldnt they?
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Post by Dark Knight Of Lodis on Apr 6, 2005 15:19:17 GMT -5
This is my opinion:
I like both the counter and "auto-revive", but the others seem to me like they would ruin the battle system.
As for counter, and "auto-revive" once you figure out how to do it, I'd like to that in my game too. ;D I always liked those in BoF.
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Deleted
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Post by Deleted on Apr 19, 2005 3:46:47 GMT -5
Alright, thank you to everyone who replied. I've decided on using these ones: Counter - chance of doing a counter attack (with a normal attack). both party and enemy Auto Revive - chance of living with 1 hp instead of dying. only party Critical - chance of a boost in offensive power (phys, magi, and heal). only party Defensive Critical - chance of a boost in defensive power (phys and magi). only party And I've got think of how to make the turn order less static (meaning not always the same). I'll post up how to do these as I learn how to. If anyone wants to learn how to do Critical, Defensive Critical, or Auto-Revive right now I can post them (otherwise I'll post them pretty soon). I also gotta rename Auto-Revive and Defensice Critical 'cause the names suck.
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Deleted
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Post by Deleted on Apr 24, 2005 20:35:47 GMT -5
Alright, to make them...
Critical___
In the battle formula, right after Damage Total is calculated add this: (tempvariablex is any temp variable) Data: Variable: tempvariablex = 1 ? 100 Script: Condition: tempvariablex <= 5 (this '5' is the % chance of getting a critical) Text: Critical! Data: Variable: Damage Total = Damage Total x 140 Data: Variable: Damage Total = Damage Total / 100 (this 140/100 is the percentage boost in damage from getting a critical) Condition: End
Defensive Critical___
Same as critical, except reduce the damage instead of increasing it (like doing 100/140 instead of 140/100)
For Critical and Defensive Critical this is only one way of doing it. Instead of modifying the Damage Total you can modify the offensive power and defensive power of the Battle Formula. That unfortunately takes understanding the battle formula though.
Auto-revive___
In the script that takes HP away from the target, after decreasing Current HP by Damage Total add this: (tempvariablex is any temp variable) Script: Condition: Current HP <= 0 Data: Variable: tempvariablex = 1 ? 100 Script: Condition: tempvariablex <= 5 (this '5' is the % chance of getting an auto-revive) Text: I gotta believe! Data: Variable: Current HP = 1 Condition: End Condition: End
The trick to the auto-revive is the same as with the critical and defensive critical - you modify the Current HP before the KO status is applied, like how you modify the Damage Total before the damage is applied.
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