- Joined
- Jul 24, 2013
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First time poster, experienced in game design, programming, etc.
Goal: Use RPG Maker VX Ace as the foundation for a fairly unique combat system.
Now, I'm not asking HOW to do this, I just want to know if anything I'm hoping to do is impossible or requires so much work I would be better served starting from scratch.
Mechanics:
Again, I'd like to emphasize that I'm not requesting anyone do any of this for me or even tell me how. What I want is to know if I'm just starting from the wrong point. If anyone has any advice, links, or scripts to support my concept, that would also be vastly appreciated, but first and foremost I'm looking for naysayers and No Men. I understand that a lot of this will eliminate my ability to use a lot of the basic database tools incorporated into VX Ace.
Thank you for your (requested to be pessimistic) feedback!
Goal: Use RPG Maker VX Ace as the foundation for a fairly unique combat system.
Now, I'm not asking HOW to do this, I just want to know if anything I'm hoping to do is impossible or requires so much work I would be better served starting from scratch.
Mechanics:
- Eliminate HP, instead having a coarse set of conditions like Wounded, Severely Wounded, Unconscious, and Dead
- Three fluctuating variables per character/enemy representing their current Stamina, Morale, and Focus. These are not intended to replace HP.
- Heavy emphasis on status effects, some representing a coarse spectrum like Shaken, Afraid, Panicked, and others representing binary conditions like Burnt, or Crippled.
- Relative status effects between specific characters and enemies, such as Grappled/Grappling, or Threatened/Threatening. For "simplicity" these are not binary pairs. Someone Grappling is doing it to all members of the other team who are Grappled.
- Combat skills that have complex prerequisites for use, such as Pin which would require the character to have the condition Grappling, and can only target an enemy character that is Grappled, or Charge which would require a current minimum of 3 Morale and that the character not have the Close, Grappled, Prone, etc. condition.
- Three tiers of effects for each skill. Automatic effects when used, which might include a Stamina cost or the expenditure of an advantageous status, or for any skill that occurs without opposition. Hit effects which occur on a successful opposed roll between character and target. Critical effects, which only occur if the Hit roll was successful and on a another (likely a different from the Hit roll) successful opposed roll between character and target.
- A leveling system which allows the player control over character's growth. For example, upon leveling the player may add 1 point to the character's main attributes, select a passive bonus, and select an active combat skill. The passive bonus and active combat skills should be from a list populated based on the character meeting the prerequisites. Prerequisites might include minimum attributes, being a specific class, or having another active or passive skill.
- (Not required) Side view style combat as with the Final Fantasies.
- (Not required) Skills should display only when they are available and should be appropriately nested in sub menus.
- (Not required) Effective display of current status effects, mixing text in the status bar with sprite appearance to relay required information.
Again, I'd like to emphasize that I'm not requesting anyone do any of this for me or even tell me how. What I want is to know if I'm just starting from the wrong point. If anyone has any advice, links, or scripts to support my concept, that would also be vastly appreciated, but first and foremost I'm looking for naysayers and No Men. I understand that a lot of this will eliminate my ability to use a lot of the basic database tools incorporated into VX Ace.
Thank you for your (requested to be pessimistic) feedback!

