- Joined
- May 4, 2016
- Messages
- 18
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Hello friends from across the community, I have an idea, and I'd like to hear your thoughts.
I'm working on a RMMV project that is going to be pretty deeply story-driven, but I also want to include an interesting combat system because I expect the game to be decently long. As much as I enjoy the classic-style RPG battle system, I'd like to have something with a little more spice. I'd like to introduce a button-input system for attacks, skills, and even when defending. So for instance, when the enemy attacks you, the screen will show a series of arrows and you have to press all the correct arrows in sequence within the time limit, if you do, the attack will do less damage, if you fail the input, you take normal damage. The opposite would be true when you attack or use a skill, you have to do the right input, and if you do, you do more damage, or less if you fail. The length and complexity of the input would vary depending on how far along you are in the game, or depending on the difficulty of the specific fight.
As far as I can tell, there are two specific things I need in order to accomplish this, I need a script or some complicated eventing system that will fire a common event every time you either use a skill or are targeted by an enemy. The second thing would be the ability to have the game react to specific key inputs and have different outcomes depending on the key used. As far as I know, there is no way to do this through eventing. My question is twofold, what do you all think of this idea, and what would be the best way to implement this system?
I'm working on a RMMV project that is going to be pretty deeply story-driven, but I also want to include an interesting combat system because I expect the game to be decently long. As much as I enjoy the classic-style RPG battle system, I'd like to have something with a little more spice. I'd like to introduce a button-input system for attacks, skills, and even when defending. So for instance, when the enemy attacks you, the screen will show a series of arrows and you have to press all the correct arrows in sequence within the time limit, if you do, the attack will do less damage, if you fail the input, you take normal damage. The opposite would be true when you attack or use a skill, you have to do the right input, and if you do, you do more damage, or less if you fail. The length and complexity of the input would vary depending on how far along you are in the game, or depending on the difficulty of the specific fight.
As far as I can tell, there are two specific things I need in order to accomplish this, I need a script or some complicated eventing system that will fire a common event every time you either use a skill or are targeted by an enemy. The second thing would be the ability to have the game react to specific key inputs and have different outcomes depending on the key used. As far as I know, there is no way to do this through eventing. My question is twofold, what do you all think of this idea, and what would be the best way to implement this system?


