Seeking advice making classes

manuldieu

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Hi everybody !  First of all , you may get used to it, I want to say everyone I am sorry for my bad english, for I am french but trying my best.

I'm getting pretty used to making items, events etc.

One thing I still suck at is making classes and skills. I've searched over the interwebs to find a berserker class example and a kung fu one. 

I bow before your community's immense talent and I beg of you to help me solve my case.

If anyone would be kind enough to make me a class or at least tell me how to build it, I will be very grateful.

Thanks alot !
 

Eschaton

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My advice:  Don't make too many.  You don't need 36 classes that only have one gimmick each.  Classes should have plural utility.  Less is more.

Start with the two holy trinities:  Combat, Stealth, and Magic and the other being Tank, DPS, and Healer, and make something of a criss-crossing matrix.  Already it looks like there will be 9 classes.  Just take one of the two trinities and combine them together.  DPS + Stealth equals Assassin.  Magic + Healer equals Cleric.  Combat + Tank equals Knight.  That kind of thing.

Okay, so you have 9 classes and the player doesn't know which one to pick.  Narrow it down for them.  Combine some of the classes so that the class has more utility and customization choices.
 

manuldieu

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Thanks for advice !

But I would really like to have a berserker character , and a kung fu adept in my game. To be honest , it is an essencial part of the game.
 

Eschaton

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Why?  And don't tell me it's for storyline reasons.  If the story dictates the class and abilities of your character then you don't need "classes."

Design your game, then write the story.
 

kerbonklin

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Good classes should have something unique to them to fit a "style", and when using multiple actors these "styles" can be synergized together for cool and powerful effects.

Like maybe one class does high damage but low agility, he's slow, maybe even squishy with low defense or HP. Then there's another class who can give agility buffs to make allies act faster, or defense buffs, or a max HP buff.  Maybe a class can use special abilities with the presence of another class being used.

If you ever give the player the ability to be any class and learn any skill, be sure to make a second skill set that's character-specific or something, and that it's usefulness scales from the beginning of the game to the end, compared to all those possible skills he may be able to get. Or instead maybe each actor has different kinds of "base stats" so that there is a class-preference to stick to. (Ralph has more Attack so he is better as a Warrior, but he could be a very weak Mage if he wanted)

There's nothing wrong with making the story dictate specific actor's classes. However just make sure everything is planned out ahead of time. (every actor's possible classes)
 
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manuldieu

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Actually Eschaton, not saying your last comment is close minded but very ... restraining.

Actually the character is really lame. Tries to get everyone's attention , tries to be loved by anyone so much that at one point he defends your foe instead of helping you.He is the most polite character, well educated, the kind of guy that was born to die friendzoned. But that is also the point. When he gets shooed away he berserks and change. Like the hulk.  Combat wise, when an ally dies, I want him to unleash his rage and become berserk. Is it simplier to create a berserk state? My original need was to give him berserk only abilities. I just suck at it. Yes , the game dictates him to be berserk for it's his destiny. You can make him a weak healer, but that would be useless since his healing abilities are mostly slight regen.

I just need help with the mechanics and custom class settings of making a berserker.

For the other one that is kung fu master, well he is actually the one that trains your other characters through events to give em extra skills or make the one the got better. I'd just like him to have some kind of attacks like Panther stance, praying mantis stance etc. I need advice on how to make balanced skill and if someone already made one of those two classes if he/she could share the stats setting and lvl skill acquired etc...

Thanks !
 

Makio-Kuta

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Are you looking for more class suggestions for the other characters in the party? Or are you actually making a game where characters can switch classes?


I really hope it's the first option because by the sounds of it the class of your two characters you've listed so far are very integral to their personality. I suggest you come up with the other character classes the same way you have with the berserker and the kungfu master - create the other characters as characters first and then decide what sort of class they hold based on who they are.


Once you've got the key characters to your plot worked out, then you can expand on their classes to cover the weaknesses of your other characters.


If you are actually thinking about implementing class changes in your game (the sort where anyone can become another class), then I agree with Eschaton that having those class options with such rigidly defined characters would feel strange to the player. As a player, if the option to change this guy who has such an obvious connection to his Berserker class into a healer - I'd probably just raise my eyebrow and ignore it, or I'd do it as a joke and giggle about it like I'm three as I equip the burly berserker with a fairy pixie wand of good health. Either way, I'd have a hard time taking it seriously.
 

D4yz

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@Manuldieu: So you want to know what things are characteristic of a Berserk style class? Well I think the most general rule for any Berserk style class is simply power. They aren't huge on intellect, nor are they agile enough to thread a needle. I haven't played too much with the class editor so far, but I do have classes in mind for my own project. Though I did hear of a system where someone used a berserk class and instead of TP they had Rage. And as it would build, they would hit progressively harder. You could also make it so that Rage can be spent to do attacks, so that players need to choose between building the passive attack modifier or using the raw power of skills. All of this would need to be implimented with scripts. If you truely want to make a unique take ok a common class then go about it like this perhaps; make your character, and allow their personality to dictate the abilities their class brings to the table. He's a polite and kind person, making him a berserker is actually ironic to his personality but that's fine. Just impliment it well. Maybe create an alter ego. He's always nice, but then berserks? Does he know he berserks? Does he warn others of the impending danger he brings? Just stuff to keep in mind.

In general I think instead of working inside of the constraints you see before you, you should just make the class on paper. Make it anything you want. Because with a good scripters know-how you can no doubt implement nearly any mechanic that comes to mind. And it also allows you to just be creative. ^^
 

Kyutaru

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How to make Berserker class:

1) Go to Features list.

2) Add new Feature.

3) Click last tab.

4) Select Special Flags.

5) Pick Autobattle.

Berserker Complete.
 

captainproton

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It sounds like your game is pretty story-driven,with well-defined characters, instead of blank cardboard characters the player customizes his/herself.

It has been pointed out that you need to flesh out your story, and thereby your characters, and their class distinctions will follow.

But if you're having some problems working out what those differences are, here's some notes:

PHYSICAL CLASSES:

Berserker: these guys are pure attack. They are often of average speed at best, and have low defense. They usually can't equip heavy armor, and are often limited to more "crude" weapons like axes and hammers. Sometimes they have a default Berserk state which ups their attack power and prevents them taking orders, but you can make a skill which induces this state, instead.

MARTIAL ARTIST: much more finessed than a Berserker. High attack, high speed, low defense. Sometimes, because of their spiritual nature, they may have a fair magic defense. They're usually limited to cloth armor, and claws or gauntlets as weapons, sometimes no weapons at all. Without the modifiers equipment adds, they have to rely on their base stats. You could give them "chi" spells feuled by TP.

KNIGHT: more middle-range stats, but they get to equip more weapons and armor than anyone. Higher base defense plus equipability of heavy-duty armor and the natural story points of making knights valiant soldiers of honor, makes them natural tanks. Give them a "cover" or "protect" skill so they can take hits for their frailer allies.

THIEF: RPG maker has no "steal" skill, so I recommend using a script like Yanfly's so your thief can actually steal items and gold from enemies. Thieves are fast, with high evasion, and are adept at status moves. They can't hit hard, but their typical dual-wield weapon slots allow them to hit twice in one turn. You can also make thieves necessary to pass certain doors, requiring them to "pick locks". You can give them skills based on stats like agility and luck. They usually only wear lightweight armor, and small weapons like knives, claws and boomerangs.

SAMURAI: a sturdier version of the martial artist, samurai's can equip light armor, katanas and sometimes bows. A lot of their skills involve taking on multiple enemies and single-hit KO's. Pretty culture-specific, so make sure it fits your story.

MAGICAL CLASSES:

WIZARD: usually possessing the lowest defense and highest magical attack, wizards focus on attack spells. They call down rains of fire to blast their enemies, but are pretty vulnerable while casting their spells. They can usually only wear robes and cloth armor, and fight with staves or wands. Almost all their skills will focus on offensive spells, with maybe a few status moves thrown in.

PRIEST: the flipside of the wizard. still fairly frail, but their recovery and stat-buffing spells make up for that. Equip-wise, they're similar to the wizards, but sometimes can use hammers, too. In addition to their healing spells, they often have demon and undead-smiting powers. *note: what sort of religion does your priest follow? This can influence the elemental alignment of her spells.*

SAGE: sages are usually sort of nebulous, nonspecific spell-casters. They mix offensive and defensive spells with frail stats and limited equip options. Sometimes they can equip knives, if you make more witchy, but some games have them equip books as weapons, though these usually have little attack power. Some games give them a "sight" skill which allows you to check an enemies stats and weaknesses, but this requires a script.

DRUID: a much tougher version of the sage, druids can attack and heal, but are usually limited to "natural" spells. They can also use weapons with more efficacy, but lose some magical power in the trade.

HYBRID CLASSES:

PALADIN: holy warriors. They have the divine attack spells of a priest, but not the healing power. They can use heavy armor like a knight, but are usually more limited in weapon choice. They are also usually slower than knights, as well.

RANGER: specialists in long-range weapons like bows and boomerangs, they hide at the back, where their low defense won't get them in trouble. Because they're outdoorsy types, they often have a few nature spells under their belt, too. Lightweight armor is the best for trekking through the bush.

MEDIC: a knight with some healing skills, medics are limited to lighter armor and weapons, so they can tend to their injured allies, even though they lack the full powers of a priest.

SPELLBLADE: warriors who can enchant their weapons with elemental or magical properties, and sometimes have a couple of basic attack spells, too. They are usually limited to swords and light armor.

These are just some of the more basic types, and there are definitely several others with tons of variations.

Hope this helps!
 

Diretooth

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Characterization is always something to keep in mind when conceptualizing classes. Generally, it falls into the warrior, thief, wizard dichotomy with two basic splits based on young and old characters.

Warrior type characters are generally boisterous and arrogant when they're young, whereas when they're older they're more mellow  and focused.

Thief type characters are generally arrogant and somewhat reckless at a young age, though suave and mysterious when they're older.

Wizard type characters are generally eager to prove their worth and can be willing to learn when they are younger, though older wizard type characters are generally separate from the outside world or are disdainful of other people who interrupt their studies. They are also more likely to be melancholic and mysterious.

However, this is not a catch-all for these types. There are always blended versions, such as warrior + thief = ninja, warrior + wizard = spellsword, wizard + thief = phantom thief. What that character does as a profession will always influence, or be influenced by, the character's personality. You will not often find a kind and bubbly necromancer, or a dark and brooding healer.

Unless that kid warrior is immortal or fought in a lot of battles, they're not going to be depressed or fixated on the horrors of war, and unless that adult warrior is a psychopath, they're not going to be excited about fighting a lot of people.

Also, never be afraid to experiment, but always have some sort of justification for that character's personality and profession. Why is that mage a necromancer? Dead or dying wife or sister. Why is that warrior fighting despite hating war? He wants to protect his wife or sister or kid.

Hopefully, this helps out, and don't be afraid of a mixture of all three base classes. (Not sure what warrior + thief + wizard would be. :p )
 

servantb7

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Design your game, then write the story.
I don't think that should always be the case. I think often times the best and most unique classes come when they are attached to a character's personality and story arc. I'd rather play a game where style of combat matches personality than have characters with generic tank/wizard/thief builds that don't necessarily match their personalities. Though that's just my opinion.
 

Milennin

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Berserker class: His stats are determined by his current HP. The lower his current HP the higher his Attack, but his Defences drop. Basically it's a high risk, high reward class. Know your enemies to know how low your HP can safely go without being in danger of getting killed while doing the maximum amount of damage.

Berserker skills: Reckless Strike: Hits the enemy for 2x damage, user takes half the damage done as recoil damage to himself. Also regains a fair amount of MP.

Shield-Shattering Smash: Hits all enemies on the field for 0,75 damage. Halves all enemies physical defences for a few turns.

Regain Senses: Regains certain amount of HP and raises defence for a few turns.

Bloodlust: Strikes for regular damage and inflicts bleeding for several turns. If target enemy is bleeding this skill does +50% extra damage and restores some of the user's HP.

Kung Fu Class: Takes on different stances in battle to gain buffs and make skills function differently, depending on which stance you're using. Offensive stance raises attack by 50% and lowers defence by 50%. Defensive stance lowers attack but raises defence.

Kung Fu skills: (I'm not familiar with kung fu terms, so I'm just going use some generic names for these...) Kick to the face: Hits the enemy for 2x damage. Change to offensive stance. If the user was already in offensive stance, inflict silence for 1 turn.

Sweep: Hits all enemies on the field for 0,5 damage. Change to defensive stance. If the user was already in defensive stance, regain amount of MP depending on how many enemies were hit.

Aggressive Mantra: Boost attack by 50% for several turns. Change to offensive stance. If the user was already in offensive stance, boost attack by 100% instead.

Foresight: Completely blocks the next incoming attack/spell. Regain HP if an attack was blocked this way. Regain MP if a spell was blocked this way. Change to defensive stance. If the user was already in defensive stance, double the amount of HP/MP the user regains from blocking this way.
 
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