- Apr 4, 2022
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Hypothetically, how might one recreate Final Fantasy VIII's Junction System with it's equippable spells and drawable spell charges in RPG Maker?
Don't. There are not many ways to make raw stat equipment efficiently provide meaningful choice compared to the extra busywork, coding, and number bloat, and that doesn't even cover the problems of the draw and magic hoarding of FF8.
I assume you know that Final Fantasies have the basic colored damage juice spells: Fire, Fira, Blizzaga, etc.As someone who hasn't played FF8, can you outline the problems in more depth? You know, just in case.
I assume you know that Final Fantasies have the basic colored damage juice spells: Fire, Fira, Blizzaga, etc.
The Spell Junction system lets you store and equip spells as consumables. There is no mp in the game.
Instead, you can spend a (relatively slow) action to Draw 1-10 uses of a spell from a monster. There is no limit, aside from tedium and bad rng, and noncombat sources are either nonrenewable, just as tedious as they run on IRL timers, or rely on midgame abilities and lategame knowledge of what items convert to what. Only specific monsters and location hold specific spells.
Equipping a spell lets you use it in combat, but more importantly it becomes linked to one of your stats(HP, STR, LUK, status resistance, etc.) Different spells have their own compatibility with a stat, with only a few maxing out benefits even at the item cap of 99. There are niche benefits for elemental/status spells, but usually better spell = more raw stat.
So do the math. 2-4 average uses per Draw. Item cap of 99. Sometimes Draw fails. On a final fantasy ATB system. Sometimes against bosses since they have higher/rare spells earlier. Unless you want to play cards with everyone for 20 hours at the beginning of the game, then up and downconvert items until you've got literally maxed out stats before the tutorial is over.
That's what it IS. Maybe another day I'll go over how monumentally dumb it is that every time you cast magic, you lower your equipped number of spells and thus actively and semi-permanently lose stats.
And that, in turn, is only one of the poor decisions that was made in designing gameplay mechanics in FF8...and that doesn't even cover the problems of the draw and magic hoarding of FF8.
Thinking about it, Final Fantasy 10 already made a more balanced system with the Steal -> Use commands that Riku had. Riku could steal items from an enemy, but only once so there was no reason to stall fights out. Each item acted like a consumable magic spell that could heal, buff, do damage, etc. and could be combined with Riku's Mix overdrive to produce more powerful effects. Some of the items she could steal were spheres used in the Sphere Grid, some of which could add stat boosts to the empty nodes. It was a good system and could probably be modified to be more like the Junction System if you really want to go in that direction.