How would a battle system like this work out?

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So I wanted to do something a bit like Magika. For those of you that don't know about Magika, it is a game that allows you to combine elements to create spells. However, I was thinking about a version of it based on more physical combat, with an "element" for different types of attacks, or special abilities you can preform.

Examples:

Combine slash and teleport to teleport to a target before attacking them.

Combine slash, teleport, and dash to do a spinning slash after teleporting to your target.

Combine counter, stab, and punch(would probably stand in for anything considered hand to hand combat) to counter an oponents attack, and slam them with the pommel(bottom of the hilt) of your sword.

It would be a front view, on-map-battle system that uses stamina, and is heavily based around status effects, such as staggered, bleeding, ect. to add to the combo's you can pull off.

So what is your opinion of the idea? What do you think the pros and cons of a system like this would be?
 
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Andar

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I don't think that you'll get many answers, because the discription is bad to read.

Most people here probably never played Magika, and even those who did won't know what you consider "normalish battles".

Please give a better description including terms used in the RM-Community to describe that battle system (is it front view, side view, on-map-battles, card-type-battles or whatever and so on), then we can give our opinion on it.
 

Clord

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That would be closer to FFXIII's battle system than Magicka's.


Essentially you just want to chain attacks and then a game would execute them.
 
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That would be closer to FFXIII's battle system than Magicka's.

Essentially you just want to chain attacks and then a game would execute them.
Something like that, except only controlling one character at a time, and more focused around input from the player.
 

kerbonklin

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Let me give a better description of how Magicka works. Bascially in Magicka you have 8 different magic spells of different elements. You can either use them separately, or combine some of them to perform new spells that usually have added effects. They may have different target scopes, AoE, high single-target damage, projectiles, walls/barriers, or even of a Physical-like attack type.

http://magicka.gamepedia.com/Spell_Combinations

It's an excellent idea of Skill/Spell setups, and you can do a lot of different target scope things using Ace.

However making the custom Spell-picking menus for battles might be a small challenge.
 
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Clord

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Something like that, except only controlling one character at a time, and more focused around input from the player.
Well FFXIII pretty much did just that. It was not a very liked combat system compared to many others because of that I guess.


Your idea is a good one if you can execute it well but it is still something already implemented to a few commercial games.
 
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Aner-Dyfan

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I've also looked at the Magika system and wondered about it's integration into RM. My version of it was planned to work as thus:

You cast a load of different states onto yourself, each acting as an elemental charge. Then you cast a "release power" ability which then calls a common event. This then runs a load of conditional branches determining which elemental states you've applied to yourself and runs the specific damage dealing section of the event. 

The main problem comes with the turn based aspect of RM compared to the real time of Magika, and number of actions a player must take to get a result. Since Magika just works from qwer-asdf inputs, spell combinations can be typing in then rapidly deployed. In RM, having to select (up to 10) self buffs from menus, then the method of application gets rather silly. As such I can't see the system being fun to play with more than 1 controllable player character, the downtime between each bout of combat would get tedious, even with 1 it could be annoying. Saying that, if you did get the system to function from qwer-asdf inputs and had only about 5 seconds to key in the commands, that could begin to emulate the frantic and deadly nature of Magika combat.

Having a quick look around at available scripts Yanfly's "Input Combo Skills" may be the way forwards with a Magika based system, keeping the combat fluid while still allowing different combos to be used http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/input-combo-skills/
 

kerbonklin

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Yanfly Input Combo is something totally different and wouldn't work. What you would need, as I stated earlier, is each element in your Skill list, you choose one, and then it asks to choose a second one (or remain single element)  Some slight script work involved, maybe either variables or your thing with loads of conditional branches checking for states then forcing the proper real skill.
 
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I feel that alot of this is going to have to be custom made with how unique the system is. I'm just trying to get more opinions before I request for someone to make it, or try to make it myself(which I don't see very likely being that I don't know a thing about scripting).
 

Berylstone

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I feel that alot of this is going to have to be custom made with how unique the system is. I'm just trying to get more opinions before I request for someone to make it, or try to make it myself(which I don't see very likely being that I don't know a thing about scripting).
It sounds like it has a lot of potential to me.  I usually like combo-based battle systems.  And it would be a lot of fun getting a new skill and being able to test it with other skills to see what new effects I could create. 
 

mllebienvenu

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Poked my head out of lurking to say this sounds very similar to the battle system I'd like to (one day) create, except I was thinking in terms of cards, a little like Fullmetal Alchemist: Omoide no Sonata. Don't know if this is valuable for comparison.

http://www.youtube.com/watch?feature=player_detailpage&v=4gvsMSsdAiw#t=295 (fast forward to about six minutes in. For some reason it's not letting me post the timestamped version)

What happens in this system  is you're given random materials represented by a hand of cards which give you access to appropriate skills.  Once you use up those card materials in your turn they are replaced by new ones. Using different combinations of cards yields different available skills.  I haven't actually played this game since there was only a Japanese release, but from what I've seen, this system looks like a lot of fun. 
 
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Austintatious

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I think Yanfly's combo system would actually work. Referring to the video: instead of "Brawl" you have "Cast" and instead of "Left Hook, Right Cross, Uppercut, etc" you have "Earth, Wind, Fire, etc". Your combo moves are just spells. The only way it'd be different from Magicka is not being in real-time.
 

Lantiz

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I think it can be done using skill notes, so you write down what skill it enables you to cast next:

skill_teleport_note = [skill_punch_id, skill_kick_id]

skill_punch_note = [skill_stun_id]

skill_kick_note = [skill_knockback_id]

and so on
 

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