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- Dec 26, 2016
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Recently for the Dark Knight class I was working on, I was trying to ebb out a way to make it so the Dark Knight's abilities can be enhanced by spending an amount of HP not set in stone, but rather, variable based on the player's input.
Example;
Skill: Soul Eater
"A skill that uses some of the User's HP to deal damage to all targets."
Base damage Formula: A. Atk * 4 - B. Def * 2
HP Cost: 100
That's the atypical design, however, I wanted to make it so that when the player uses the skill, the Cost is a Variable amount (in increments of 100) that changed the damage multiplier. So, say, if for every 100 HP the player spent, the damage increased by 10%, the skill itself has a tactical useage. If the player wants to dump 1000 HP into an attack, they could make the damage output twice as high.
I was also thinking this could be applied to debuff skills too. Using higher HP values could increase the duration of the debuff, or the debuff's effectiveness.
For Example;
Dark Poison
"User spends HP to inflict damage and a Poison Debuff on the opponent."
Duration: 2 Turns.
But, say, they could spend 500 HP to increase the duration by a turn. So they apply a longer debuff in exchange for the HP they spend.
Shadow Breakdown
"User spends HP to lower enemy Armor and Spirit values."
Enemies lose 15% Armor and Spirit.
But by spending 100 HP, they increase the % by 1. Spending 3500 HP could lower the enemy Armor/Spirit by 50%.
Anyway, those are all the conceptual ideas, I'm just unsure how to code them to bring them to life in the game itself. If you could offer some pointers or links to appropriate information, I would be very grateful.
Have a nice day!
Example;
Skill: Soul Eater
"A skill that uses some of the User's HP to deal damage to all targets."
Base damage Formula: A. Atk * 4 - B. Def * 2
HP Cost: 100
That's the atypical design, however, I wanted to make it so that when the player uses the skill, the Cost is a Variable amount (in increments of 100) that changed the damage multiplier. So, say, if for every 100 HP the player spent, the damage increased by 10%, the skill itself has a tactical useage. If the player wants to dump 1000 HP into an attack, they could make the damage output twice as high.
I was also thinking this could be applied to debuff skills too. Using higher HP values could increase the duration of the debuff, or the debuff's effectiveness.
For Example;
Dark Poison
"User spends HP to inflict damage and a Poison Debuff on the opponent."
Duration: 2 Turns.
But, say, they could spend 500 HP to increase the duration by a turn. So they apply a longer debuff in exchange for the HP they spend.
Shadow Breakdown
"User spends HP to lower enemy Armor and Spirit values."
Enemies lose 15% Armor and Spirit.
But by spending 100 HP, they increase the % by 1. Spending 3500 HP could lower the enemy Armor/Spirit by 50%.
Anyway, those are all the conceptual ideas, I'm just unsure how to code them to bring them to life in the game itself. If you could offer some pointers or links to appropriate information, I would be very grateful.
Have a nice day!


