- Joined
- Aug 3, 2022
- Messages
- 311
- Reaction score
- 133
- First Language
- English
- Primarily Uses
- RMMZ
Afternoon all.
I've combined Fomars Equipment Skill System, with TAA_SkillMastery - v1.2.1 , Gabe MZ - Equip Requirements, Dual Weapon Restriction 1.0 and WeaponClassChange(plus variations of it for class tiers 2+ in Class Change System VS) to build a pretty decent system.
Weapons equipped determine the Primary and 1st subclass:
If Actor equips a Blade weapon type in Main hand, primary class becomes "Blade" and their equipment slots reflect that. If they also equip a Tome weapon type in their off hand, their offhand (tier 2 multiclass) class becomes "Tome".
An Actor's third will be based on either what their "Dual Wield" weapon combo is (Blade + Tome = Spellblade), story events /swappable (messiest version to me) or a "title" system based on equipment that changes that multiclass slot.
Skills are learned from equipment and skill use:
Weapon A tracks skill use of Skills XYZ but does not enable to skills. Armors 1, 2, and 3, each are traited with the skills associated with Weapon A. This pushes the player to equip associated items. Once a skill is "mastered" the Actor no longer needs that piece of Armor to access the skill. Since I'm using a Skill leveling system as well. All skills will start at Level 0 with reaching Level 1 in sync with the amount of skill uses needed to Master through equipment pairing.
A lot on paper, but I swear its fairly fluid in practice
Where I am now struggling is in how to balance skill mastery with how many skill/magic types are available; without it being confusing or overwhelming or too overpowering.
How do you go about deciding what Magic Types are associated with what skills in your projects? Whats the workflow like for that thought process?
The lore of my project asks for at least 4 Additonal Skill Types that aren't just "Magic" or "Special"(im doing away with Special most likely).
Halp? lol
I've combined Fomars Equipment Skill System, with TAA_SkillMastery - v1.2.1 , Gabe MZ - Equip Requirements, Dual Weapon Restriction 1.0 and WeaponClassChange(plus variations of it for class tiers 2+ in Class Change System VS) to build a pretty decent system.
Weapons equipped determine the Primary and 1st subclass:
If Actor equips a Blade weapon type in Main hand, primary class becomes "Blade" and their equipment slots reflect that. If they also equip a Tome weapon type in their off hand, their offhand (tier 2 multiclass) class becomes "Tome".
An Actor's third will be based on either what their "Dual Wield" weapon combo is (Blade + Tome = Spellblade), story events /swappable (messiest version to me) or a "title" system based on equipment that changes that multiclass slot.
Skills are learned from equipment and skill use:
Weapon A tracks skill use of Skills XYZ but does not enable to skills. Armors 1, 2, and 3, each are traited with the skills associated with Weapon A. This pushes the player to equip associated items. Once a skill is "mastered" the Actor no longer needs that piece of Armor to access the skill. Since I'm using a Skill leveling system as well. All skills will start at Level 0 with reaching Level 1 in sync with the amount of skill uses needed to Master through equipment pairing.
A lot on paper, but I swear its fairly fluid in practice
Where I am now struggling is in how to balance skill mastery with how many skill/magic types are available; without it being confusing or overwhelming or too overpowering.
How do you go about deciding what Magic Types are associated with what skills in your projects? Whats the workflow like for that thought process?
The lore of my project asks for at least 4 Additonal Skill Types that aren't just "Magic" or "Special"(im doing away with Special most likely).
Halp? lol