Is this custom TP system feasible? Relatively simple concept but not sure how to implement

kanis999

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Hi All,

This is my first post. Thanks for looking into my question!

I use VX Ace, and would like to create a better TP system.

Here are basically all the changes to the default system I *think* I have to make (please let me know if I can already do some of these things without scripts. I know number 1 requires a script):

1. Add an order of magnitude - have TP max be 1000 instead of 100 for finer granularity when assigning the cost to moves.

2. Have an in-battle switch that changes the TP cost of moves, AND the attack power of the moves

3. Have a special move that triggers the above change to TP cost and special move strength

4. Do not have enemy attacks increase TP 

Vision:

What I'm trying to do is implement 'transformations', which increase your character's overall power output.

For example:

1. When character starts the battle, he is in 'Normal' state.

2. While normal, his 'Chi Beam' attack costs 10 of 1000 TP  and does 100 damage

3. Special menu has a 'super saiyan' move, which costs a huge chunk of TP to trigger.

4. Using super saiyan edits the parameters of the 'Chi Beam' attack. The exact same special move menu item as before should now cost 100 TP to use, but do 1000 damage

Something like that...

If you could please give me estimates on the complexity of this task, and whether or not it is feasible for a beginner, I'd greatly appreciate it!
 

kanis999

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Also, I forgot to mention:

After each battle is over, the characters should have their state set back to 'normal', thus readjusting the special move costs and efficacy to default.
 

??????

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all of this is possible with my max tp script, except number 2, which can be done within the formula box of a skill.

I would recommend also looking up Fomar's formula tutorial as it explains how you can create 'advanced' skill formulas.
 

kanis999

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all of this is possible with my max tp script, except number 2, which can be done within the formula box of a skill.

I would recommend also looking up Fomar's formula tutorial as it explains how you can create 'advanced' skill formulas.
Awesome, thank you very much
 

Solaris

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Number two could be done by making the normal and the super saiyan skill versions as different skills, then have the super saiyan mode run an event that removes the normal skill and adds the high power skill to the character. Might be a better way though.
 

kanis999

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all of this is possible with my max tp script, except number 2, which can be done within the formula box of a skill.

I would recommend also looking up Fomar's formula tutorial as it explains how you can create 'advanced' skill formulas.
Is this the post you were talking about?

http://forums.rpgmakerweb.com/index.php?/topic/1143-how-to-make-the-most-of-custom-formulae-part-1/

Number two could be done by making the normal and the super saiyan skill versions as different skills, then have the super saiyan mode run an event that removes the normal skill and adds the high power skill to the character. Might be a better way though.
Ah thanks man, that could be easier for me to figure out.
 

??????

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that is the first one he done i think, that is also useful, but the one i meant was THIS one ^_^
 

??????

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Once you understand how to create custom formulas with ease, you will be able to create highly complex formula's that are dependent on switches / variables and any other thing in the game you can imagine...

Maybe even something like this...

Code:
#===============================================================================class Game_Battler < Game_BattlerBase#===============================================================================  #-----------------------------------------------------------------------------  # In the formula box, put  # a.custom_skill(b,true)  # or  # a.custom_skill(  # or  # b.custom_skill(a,true)  # or  # b.custom_skill(a)  #-----------------------------------------------------------------------------  def custom_skill(enemy,magic = false)    # / Checks if skill is magic    if magic      # // Gets simple damage formula      x = [[self.mat*1.6 - enemy.mdf].min,1].max      # // Gets value of variable id 25      y = $game_variables[25]      # // Gets multiplier.. If game switch 50 is on, mult is 10, else, 1      z = $game_switches[50] ? 10 : 1      # // Perform another damage calculation, checks if self is under influence of      # // state id - 12, then processes calculation.      dmg = state?(12) ? x + y * z :  x * z    else      # // Repeats process but for non magic attack      x = [[self.atk*1.6 - enemy.def].min,1].max      y = $game_switches[50] ? 10 : 1      z = $game_variables[25]      dmg = state?(12) ? x + y * z :  x * z    end    # // Returns damage output    return dmg  end end 
 
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kanis999

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Hey Guys,

Thanks again for your help.

For future posters, I'll go ahead and share what I ended up doing (it works perfectly, so far)

1. Adjust TP system using Dekita's script (thanks). I made TP max 1000, and you start each battle with 100, generating 50 per physical attack. You can use moves like 'Kaio-Ken' to sacrifice your offense for the turn in order to generate 200 TP.

2. Transformations appear under a new 'Transform' menu. Includes a list of super saiyan transformations (ss1, ss2, ss3, all the way up to 9). BTW you don't start with 9 transformations lol, that'd just be silly. By the very very end you get the 9th ascension.

3. I made 10 versions of each 'chi' skill. They appear to all have the same name, but they're different in their damage calculation and TP cost. So 'Big Bang Attack 0 (user does not see 0 part)' costs something like 5 TP and does crap damage whereas Big Bang Attack 9 costs 500 TP and does ridiculously high damage.

3. Transform skill calls a common event. That common event does the following (using super saiyan 1 as an example):

a. Changes the actor's class to a clone of the original class, but without any 'skills' associated with the class. This had to be done in order to prevent the actor from immediately re-learning any skills you have him 'forget' during the transformation. I used a script that allows me to change class while keeping my XP. I'll come back and add a citation later, I'm at work now.

b. Forget every chi attack the actor has

c. Learn the version of the chi attack that corresponds to the super saiyan 1 level (higher TP cost, higher damage, giving the impression of a higher overall 'metabolic rate')

d. Here's where I got stuck. I needed to add conditions for each skill that checks to see if the actor is high enough level to use the skill. Once I made this fix, it was possible to cleanly update all of my moves with accuracy.

e. For flavor, I will be adding a flash animation to the in-battle character sprite indicating his super saiyan level. For example, level 1 would make him flash a dark yellow color with low frequency. At super saiyan 3, however, he would flash rapidly with a more vibrant yellow color. I'll add some cool new auras for the super saiyan transformations I made up.

4. Make characters revert to normal after the battle. I can't believe I figured this out lol. For this I had to:

a. Add a switch flip into the system battle victory processing script!

b. Once this switch is flipped, a common event runs automatically

c. Skills are repopulated in the same manner as the super saiyan event, except now we're relearning the basic '0' version of all the moves.

d. Change actor class back to the clone that has a skill list. Remember, I had to change class to one with a blank skill list during battle in order to prevent the character from re-learning all the '0' versions of the skill mid-battle. We don't want that to happen until after the battle.

I'm pretty happy with the results so far. All I need to do to finish the TP system is:

1. Make copies of all the super saiyan transform scripts that work for the 2 other actors that have this ability

2. Add in the auras

3. Make sure the post-battle script works for multiple saiyans in the party

4. Make a 'revert to normal' script for mid-battle whenever a transformed saiyan gets knocked out (yeah... almost forgot about this one. Gotta have it)

P.S. If anyone wants the faceplates I am using for Goku and Vegeta, I can post them. They look pretty badass.

I also have a faceplate for Magus from Chrono Trigger, cause he's gonna be in it.

And I have (for sharing) a tileset for the sun and all the planets in the solar system (attempting to be in scale, but we all know that's impossible). Planets like Earth take up 4 squares, whereas gas giants like Neptune (crucial to my plot) take up the whole screen. Looks pretty good on the correct parallax. I added the Sun too, but it is the same size as Jupiter. Will make the sun passable and allow character to walk on it, so it can be assumed that the sun is a couple million miles in the background ;p

Finally, I have a huge collection of my favorite OST's from the classics - Snes Final Fantasies, Chrono Trigger, Early Zeldas, Breath of Fire 4, and a few other goodies. It's definitely enough to cover virtually any 'mood' you need in your game, and with quite a bit of fun variety.

The GOAT boss battle music at 1:23 of this song:
 
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