Runic ability

Russ1981

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I looked through the skill list and there doesn't seem to be one for Runic, there aren't even any effects that are similar as far as I can tell. Does anyone know how I could do something similar? I actually have an idea to make it different from other Runic abilities though, I want to make the absorbed spells boost the attributes of the user for a turn depending on the spell type, unique spells could possibly boost multiple attributes. For example, lightning could give the user haste, or earth could boost defense. Is this possible to do by tweaking the base mechanics in RPG Maker or would it involve major scripting?
 

orochii

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First, for a good discussion, let's have an explanatory video! (it helps people that -cough- haven't played FF6, and it helps to refresh heads and think better).



The video description even includes some especifications for the skill (second paragraph).

So, first of all, Runic has two important characteristics:

- It changes spells targets. If it is a single-target spell, that single target is set to the character using Runic. If multi, it sets user as sole and only target.

- The spell effect changes to recovering a very small amount of HP. Doesn't matters if it is Poison or Fire3, it still heals the same (~4 lol).

At that second step, yeah, you can stick some special effect depending to what skill was used or the skill element.

Sadly, anything that involves changing targets needs a script. At least from what I can think by now, you can't intercept skills by eventing at the moment of executing them. The only way I see this done with events is making all monsters have two sets of skills, one used when a specific character has Runic, one when it doesn't. Then make blank versions of each skill (a.k.a. skills that just show a name, but don't have any effect). Then you make these skills execute a common event, where you apply all your desired effects to your specific character.

Also you can make a conditional, so it searches for a character afflicted by the "Runic" status.

It's pretty tedious, but it can be done. Now with scripts... just modify the target selection method, stick a "someone has Runic?" check, change targets accordingly. Then go to the element effects method (or hopely the previous to that one). It could be good to make it execute a different set of data (effects), so it overrides the regular skill effects.

===

Now, discussion! Runic, thing is not making it superpowerful, but still useful. FF6's Runic affected a reduced selection of vanilla spells. It deactivated when Celes used another command (so she stays commited to the cause!). Runic didn't healed a lot neither, it was more of a symbolic value (because if not, you could wonder where the Frick the spell went). Also it was weapon-dependent, not all blades were compatible with Runic, and Runic NEEDED a blade.

I'm by now going with a reduced version in my game, my Lightning Rod skill. I made Thunder an overpowered element, so Lightning Rod pretty much makes all Thunder skills (including your party's) useless (it also makes a symbolic MP recovery lol). I will not stick it to ANYTHING I see, but it will have some presence...

This is all I have to say by now,

Orochii Zouveleki
 

Russ1981

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Oops, I guess I forgot to add that explanation of Runic from FF6, but you did that for me so thanks, I have a bad habit of doing that lol. Like I mentioned before, I was hoping to make my version of Runic a little more strategic while hopefully not becoming too overpowered, while it's activated for the previous turn any spell that's used in the following turn will be absorbed and basically act like a "charge point" until it's used up during that character's turn. Then it can be recharged when another spell is used. Adding the attribute modifiers to it could be complicated so I might just stick with basic elements or status effects, although I'm afraid that might make the character useless if I have enemies with more unusual spells. I could technically just use it to charge up the character with an ally's spell though.
 

Tai_MT

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Runic actually recovers MP, and the amount you get is based upon the cost of casting the spell to begin with.  I should know, the ability was so uber-powerful that I often brought Celes along just to nullify all magic in a fight.
 

Russ1981

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Yeah I know, which is why this will simply be inspired by that ability. It'll do the same thing, just with a different end result.
 

Tai_MT

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My post was a correction to what muramasa wrote.  His (her?) information stated that Runic heals your HP and that all magic spells heal the same small amount.  That information is incorrect.  Runic restores MP, and the amount of MP restored is based upon the MP used to cast the spell that you are absorbing.  The skill of Runic itself is so overpowered that I often used with Celes and turned her into a White Mage on top of that.  When she wasn't healing my party, she was absorbing powerful magic spells to regenerate her MP for more heals.

I do hope you tweak it some, because a lot of "skills" and "abilities" in Final Fantasy 6 are notoriously overpowered. 
 

Russ1981

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Ah okay. Yeah I won't make the stat boosts ridiculous, basically a percentage based on which spell she absorbs. The character herself will be inspired by Celes, but her ability will be slightly different. Some spells will be immune to her ability, but the basic elemental spells will definitely be able to be absorbed. She'll also only be able to absorb one spell at a time, and once she attacks or is attacked in a specific way that charge is used up until the next time. The ability will also be weapon specific just like hers, only blades will be able to be used with it. I just thought it would be a cool unique mechanic to temporarily boost her stats in battle. Plus it would make every magic using character somewhat of a support character, since they can be used to power her up as well.
 

orochii

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You can also ditch the damage nullifying part, and make it reduce damage instead. So for example, a Thunder spell will cause half of the damage, BUT raise your speed. It will still work as protection to your party, but it will be more limited, instead of making all regular magic useless. It also makes you think a little more of when to strike your runic friend with your own arsenal (unless you have some real buffs x'D).

And thanks Tai for the clarification x'd, I just remembered a very small number popping out,

Orochii Zouveleki
 

Shaz

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I've moved this thread to RGSS3 Script Requests (since you're asking for help to do this in Ace, and not after a discussion on game mechanics, and since muramasa indicated scripts to change targets will be required). Please be sure to post your threads in the correct forum next time. Thank you.
 

Tai_MT

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Yeah, I had to go a long time using Runic to figure out just what it was doing (as the game never tells you, it simply shows you that it nullifies all the magic spells you can learn).  While trying to teach everyone each individual magic spell in the WoR, I discovered the relationship between MP Cost of a spell and the number that pops up when I use Runic.  I had noticed early on it didn't heal me, so I started looking at whether or not I was getting MP back after that.

It really is quite super overpowered.  But, a lot of the characters in that game were.  It's more of a "story and exploration" RPG than it ever was a "fun combat RPG".
 

Russ1981

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You can also ditch the damage nullifying part, and make it reduce damage instead. So for example, a Thunder spell will cause half of the damage, BUT raise your speed. It will still work as protection to your party, but it will be more limited, instead of making all regular magic useless. It also makes you think a little more of when to strike your runic friend with your own arsenal (unless you have some real buffs x'D).

And thanks Tai for the clarification x'd, I just remembered a very small number popping out,

Orochii Zouveleki
Good idea, reducing damage instead of outright nullifying it would keep the challenge while still making it a fun ability to use. Are there any script examples for this that I can learn from so I can try to make my own? I'm still a beginner when it comes to scripting but I really want this mechanic in my game.
 

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