Edit :
This is solved, @Magnus0808 made the plugin for me, please credit him if you are using it!
Hello everyone, I have searched all over the web for a specific plugin I can not find so I end up here!
Is it possible to create an "Erosion" system like the game Dofus with plugin or events in an RPGMaker MV game?
So, how does it work and why it is useful?
In RPG sometimes when only one character on your party is alive and this character main specialty is healing (and is better at healing itself than dealing damages) and the enemy have the same setup, the battle can be never-ending and the player only have the choice to give up (and be infuriated).
In the game Dofus, there is an Erosion system that prevents that.
Absolutely all players and all enemies have a base 10% Erosion (also called Natural Erosion).
That mean let's say the enemy A have a total of 1000 HP.
The player attack him with 200 damages.
In a game without the Erosion system, the enemy would have 800 HP remaining (with 1000 HP maximum)
But with the Erosion system, the enemy now have 800 HP (the same) but maximal HP is now 980. (He lost 10% maximum HP of 200 damages).
This works like a buff but it infinite and Maximum HP can only be recovered when battle ends.
It means that as long as there is damage inflicted, the battler will eventually end!
This kind of system is also useful again enemy that can heal themselves with a % of their max HP, reducing Max HP of the enemy will also reduce the heal they can do!
Now, what about Erosion spells?
In the game Dofus, there is also some spells that inflicts a buff on enemies that can add up more Erosion.
For example a spell that add 20% Erosion for 3 turns.
It mean now the enemy will have 30% Erosion on him (10% natural + 20% from the spell) making the fight shorter even if the player should not have come to the area and have not enough attack power.
Can we do something more advanced than Dofus?
In this game, there is no way to recover lost maximum HP until the fight is over but it actually might be a good idea to give the player a spell than can remove all or a a small portion of lost Max HP.
If a plugin is made, what would be the best option?
If a plugin is made, I think it would be super cool to be able to change the "Natural Erosion" in the plugin parameters.
(It can be from 0, so there is No Erosion to 100% so that every damage taken can not be healed)
A ceiling option for Erosion (on Dofus, the ceiling is at 50%, so even if the player is under a +70% Erosion Buff (with the 10% natural, it would mean 80% total, the player Erosion can not go above 50%). I can be changed on plugin parameters from 0 to 100.
A notetag on Actors and Enemy that can modify the Base Erosion the unit takes.
A notetag in Armors, States and Weapons that can Increase or Decrease the erosion.
A notetag in Spells that inflicts or heals a flat or a % Max HP of Ally/Enemy Erosion.
Thank you for reading me until the end!
This is solved, @Magnus0808 made the plugin for me, please credit him if you are using it!
Hello everyone, I have searched all over the web for a specific plugin I can not find so I end up here!
Is it possible to create an "Erosion" system like the game Dofus with plugin or events in an RPGMaker MV game?
So, how does it work and why it is useful?
In RPG sometimes when only one character on your party is alive and this character main specialty is healing (and is better at healing itself than dealing damages) and the enemy have the same setup, the battle can be never-ending and the player only have the choice to give up (and be infuriated).
In the game Dofus, there is an Erosion system that prevents that.
Absolutely all players and all enemies have a base 10% Erosion (also called Natural Erosion).
That mean let's say the enemy A have a total of 1000 HP.
The player attack him with 200 damages.
In a game without the Erosion system, the enemy would have 800 HP remaining (with 1000 HP maximum)
But with the Erosion system, the enemy now have 800 HP (the same) but maximal HP is now 980. (He lost 10% maximum HP of 200 damages).
This works like a buff but it infinite and Maximum HP can only be recovered when battle ends.
It means that as long as there is damage inflicted, the battler will eventually end!
This kind of system is also useful again enemy that can heal themselves with a % of their max HP, reducing Max HP of the enemy will also reduce the heal they can do!
Now, what about Erosion spells?
In the game Dofus, there is also some spells that inflicts a buff on enemies that can add up more Erosion.
For example a spell that add 20% Erosion for 3 turns.
It mean now the enemy will have 30% Erosion on him (10% natural + 20% from the spell) making the fight shorter even if the player should not have come to the area and have not enough attack power.
Can we do something more advanced than Dofus?
In this game, there is no way to recover lost maximum HP until the fight is over but it actually might be a good idea to give the player a spell than can remove all or a a small portion of lost Max HP.
If a plugin is made, what would be the best option?
If a plugin is made, I think it would be super cool to be able to change the "Natural Erosion" in the plugin parameters.
(It can be from 0, so there is No Erosion to 100% so that every damage taken can not be healed)
A ceiling option for Erosion (on Dofus, the ceiling is at 50%, so even if the player is under a +70% Erosion Buff (with the 10% natural, it would mean 80% total, the player Erosion can not go above 50%). I can be changed on plugin parameters from 0 to 100.
A notetag on Actors and Enemy that can modify the Base Erosion the unit takes.
A notetag in Armors, States and Weapons that can Increase or Decrease the erosion.
A notetag in Spells that inflicts or heals a flat or a % Max HP of Ally/Enemy Erosion.
Thank you for reading me until the end!
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