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While planning out some changes I wanted to make to my VX Ace project after converting it over to MV, I came up with some ideas for skill development and roles.  Unfortunately, I may have gone overboard and come up with some ideas that I'm sure can't be implemented "out of the box," and some mechanics that I'm not entirely sure are possible with current scripts (but I'd love to be proven wrong).

First, I wanted an achievement-based skill leveling system.  Basically, skill progression follows the following path: Theory -> Practice -> Development -> Mastery. 

Theory

A character will read a book or learn from a mentor about how a new spell or technique works.  This is easy enough to implement.

Practice

The character then uses skills currently known in certain ways.  For instance, to learn a double-strike sword technique, the character must attack with a sword equipped twice in one battle, ten times.  To learn a lvl. 2 fire spell, the character kills an enemy with a fire spell 10 times.  Some achievements are simple enough to track, but I'm currently ignorant of if there are any scripts that can check if a specific attack connected or if a deathblow was delivered by a specific skill or action.

Development

After clearing all the achievements necessary for the Practice phase, the character can now learn a basic version of the new spell.  By using that basic spell in certain ways, the spell can be developed into a new form.  For instance, constantly using a Fireball spell against evasive enemies (Conditions would be something like "Miss with the Fireball spell 100 times / Strike an enemy with the Fireball spell 10 times / Critically hit an enemy with the Fireball spell 1 time") will develop it into Blazing Shot, a version that has much higher accuracy, while conserving the Fireball spell to only use against enemies that are weak to fire (Conditions would be more like "Strike an enemy that is weak to Fire with the Fireball spell 25 times / Kill 10 enemies that are weak to Fire with the Fireball spell") will develop it into Fire Bomb, a version that deals 4x damage against enemies weak to fire.  Developing a spell into this advanced form results in Mastery.  A bit tricky to implement, but functionally doesn't require anything more than the Practice stage.

Second, I'm working on skill types I'm currently calling Traps and Triggers.

Traps

Are essentially States designed to punish attacking and evasion or increase vulnerability.  For instance, the Fire Ring spell does nothing by itself, but if the affected enemy performs a physical attack or evades an attack, the enemy takes Fire damage.  The Drench spell does no damage but soaks the field in water, making Lightning attacks have 100% accuracy.  I think the thing that I'm most worried about is the evasion-punishing nature of many Traps: I have to be able to check if a target performs an evade, and if true, apply damage at that moment.  Likewise, it should only do damage when the target performs a "physical" attack; if the target defends, casts a spell, or throws a projectile, no movement is taking place, so they should not take damage.  I kinda grew in love with the idea of Traps, but of the ideas I came up with, they seem to be by far the most complex mechanic to implement.

Triggers

Are unavoidable, armor-ignoring skills that require certain conditions to have any effect.  For instance, Crystal Formation is a powerful, unavoidable, armor-ignoring Ice spell that can only be used against a target that is Drenched in water, but otherwise does nothing.  Fan Flames only has an effect on an enemy suffering from the Burning state, and spreads Burning to all other enemies.  Not nearly as complex as Traps, but still requires checking if a target has a certain State before any effect can be performed, which I'm sure won't be an out-of-the-box feature.

So, those are the ideas I came up with for my project.  I mostly want to know if there are existing scripts that can make these mechanics possible (which means I could have plugins to look forward to), or if not, if the creation of such scripts/plugins is feasible.  Outside of that, of course I'd like to hear some general feedback on the concepts themselves.

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