- Joined
- Dec 16, 2016
- Messages
- 378
- Reaction score
- 261
- First Language
- English
- Primarily Uses
Description of the Feature:
As per requested I am asking for the addition of base functions that appear as common tropes in the modern JRPG Genre.
Tags: The ability to Tag something with a simple drop down menu and the Tag function added to the System Menu. Essentially like Weapon and Armor-Type but universal. Reasons for this noted below (see Steal and Tags).
Jump and Vanish: The user vanishes from battle and reappears a number of turns later as set by you. For instance, <Vanish 1> would imitate the jump skill from the FF franchise or Fly, Dig, Dive from Pokemon. The actor/enemies do not lose if everyone (or the last) member of their team are Vanished. As opposed to Banished (see below). While vanished (or banished) actors continue to regain HP/MP from Regen or lose it from statuses (Burning, etc). They simply do not appear on the battle field and cannot be targeted.
Banish: Banish works EXACTLY like Vanish except you can set the Banishment until indefinite if you so desire. Ideally, it would be nice to be able to negate it like a state (somehow) with certain skills. Such as adding an ability to Call Back Banished that you could add to certain skills. How it differs from vanished is that if all remaining actors/enemies are banished the battle ends in a victory for the opposing side as if all opposition had been defeated.
Strike Vanished: This is the ability to target and hit a vanished actor and typically inflict more damage to them or drag them back into battle prematurely, whatever effect you want really. Such as "Earthquake" inflicting double damage to Pokemon that have used Dig and Sky Uppercut inflicting double damage to Flying Pokemon.
Steal and Tags: This is the ability to acquire items from your opponent. Ideally, I would like to be able to also give Tags to items, weapons and armor. For Example: <Food> so that you could make a "Steal" skill that only took "Food" Items or armor <Steal Armor: 1>, <Steal Weapon 1>, <Steal Potion 3>, etc.
Absorb Element: Simple absorb mechanics that varies by element. For example: Absorb Fire, Absorb Water, etc.
Reflect Element: Simple reflect mechanics that varies by element. For example: Reflect Thunder, Deflect Physical, Reflect Ice
Reaction Activation: The ability to set skills to activate or apply statuses to an attacker when the inflict a specific type of damage to you. Example: If the Defender is struck with a physical attack, the Attacker takes 12.5% of their MAX HP. Alternatively, if the Defender is struck by a Physical Attack, the Attacker is Poisoned (30%).
Action Buff: Increase Stat(s) of the actor when performing an attack. Such as an attack that raises your ATK by 25% when performed.
Action Debuff: Exactly as Action Buff, except you can lower the actors stats.
Action State ON: Add a state of your choosing to the attacker during an attack against a Defender. Such as the ability to make an attack that makes you go Berserk.
Action State OFF: Remove a state or states of your choosing on an attack against a Defender. Such as an attack that removes poison from the attacker and poisons the Defender.
Target Defender Parameters: The ability for attacks (specifically TP) to raise or lower the Defender's TP.
Code for Implementation:
99% of this is available via Yanfly Scripts. All Hail the puff-ball.
Mockups:
Examples available on Yanfly's Website.
Why is this feature good?
I feel like these are the "Basic" things that people expect to be able to implement in "most" games and what often serves as the first and biggest hurdle for many. Removing it entirely will allow for us to use less plugins (I always want less plugins) and allow the basic functionality and flexibility you would expect from an RPG Maker.
Possible issues with this feature?
Skynet.
As per requested I am asking for the addition of base functions that appear as common tropes in the modern JRPG Genre.
Tags: The ability to Tag something with a simple drop down menu and the Tag function added to the System Menu. Essentially like Weapon and Armor-Type but universal. Reasons for this noted below (see Steal and Tags).
Jump and Vanish: The user vanishes from battle and reappears a number of turns later as set by you. For instance, <Vanish 1> would imitate the jump skill from the FF franchise or Fly, Dig, Dive from Pokemon. The actor/enemies do not lose if everyone (or the last) member of their team are Vanished. As opposed to Banished (see below). While vanished (or banished) actors continue to regain HP/MP from Regen or lose it from statuses (Burning, etc). They simply do not appear on the battle field and cannot be targeted.
Banish: Banish works EXACTLY like Vanish except you can set the Banishment until indefinite if you so desire. Ideally, it would be nice to be able to negate it like a state (somehow) with certain skills. Such as adding an ability to Call Back Banished that you could add to certain skills. How it differs from vanished is that if all remaining actors/enemies are banished the battle ends in a victory for the opposing side as if all opposition had been defeated.
Strike Vanished: This is the ability to target and hit a vanished actor and typically inflict more damage to them or drag them back into battle prematurely, whatever effect you want really. Such as "Earthquake" inflicting double damage to Pokemon that have used Dig and Sky Uppercut inflicting double damage to Flying Pokemon.
Steal and Tags: This is the ability to acquire items from your opponent. Ideally, I would like to be able to also give Tags to items, weapons and armor. For Example: <Food> so that you could make a "Steal" skill that only took "Food" Items or armor <Steal Armor: 1>, <Steal Weapon 1>, <Steal Potion 3>, etc.
Absorb Element: Simple absorb mechanics that varies by element. For example: Absorb Fire, Absorb Water, etc.
Reflect Element: Simple reflect mechanics that varies by element. For example: Reflect Thunder, Deflect Physical, Reflect Ice
Reaction Activation: The ability to set skills to activate or apply statuses to an attacker when the inflict a specific type of damage to you. Example: If the Defender is struck with a physical attack, the Attacker takes 12.5% of their MAX HP. Alternatively, if the Defender is struck by a Physical Attack, the Attacker is Poisoned (30%).
Action Buff: Increase Stat(s) of the actor when performing an attack. Such as an attack that raises your ATK by 25% when performed.
Action Debuff: Exactly as Action Buff, except you can lower the actors stats.
Action State ON: Add a state of your choosing to the attacker during an attack against a Defender. Such as the ability to make an attack that makes you go Berserk.
Action State OFF: Remove a state or states of your choosing on an attack against a Defender. Such as an attack that removes poison from the attacker and poisons the Defender.
Target Defender Parameters: The ability for attacks (specifically TP) to raise or lower the Defender's TP.
Code for Implementation:
99% of this is available via Yanfly Scripts. All Hail the puff-ball.
Mockups:
Examples available on Yanfly's Website.
Why is this feature good?
I feel like these are the "Basic" things that people expect to be able to implement in "most" games and what often serves as the first and biggest hurdle for many. Removing it entirely will allow for us to use less plugins (I always want less plugins) and allow the basic functionality and flexibility you would expect from an RPG Maker.
Possible issues with this feature?
Skynet.
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