RPG Maker Forums

Although this topic is mainly about ideas of ATB system features, I hope it won't be too specific to be posted here as I think that some of them can be implemented in some other battle systems.

I'm asking this here as I feel that I've run out of ideas of what else can be added into an ATB system but I still think there are more such ideas. The below is a list of ideas I currently know:

1. Action Points - Some battlers can have more than 1 action points when their atb's full; Some skills cost more than 1 action points(some even give instead of cost their users action points); Some skills give or take action points from their targets

2. ATB Color - Some states can change their owners' atb bar color

3. ATB Gain - Different battlers can have different factors(mainly stats) dictating their atb gain rate

4. ATB Pause - The whole atb(turn and all battlers) stops running under certain conditions like animation running and/or actor/party/skill/ target window shown(These conditions can even be changed on the fly)

5. ATB Rate - Some states can increase or decrease their owners' atb gain rate

6. ATB Reset - Some skills can cause their users' atb bars to be reset as a set or variable  percentage rather than the default 0%(i.e., empty atb bar)

7. ATB Start - Different battlers can have different factors(mainly stats) dictating their atb bar fill rate at the beginning of the battle

8. Cancel Button - Battlers can cancel their confirmed actions before they're actually executed(this mainly applies to skills that are still charging)

9. Clear ATB - Some states will reset their owners' atb to 0

10. Escape Condition - Party escape can have various conditions and can cost action points for party members(they may even have to charge before trying to escape and/or cooldown for each failed escape)

11. Ready SE - A unique SE sound will be played for each battler when that battler's atb becomes full; Another unique SE sound will be played whenever the turn count is increased

12. Skill Charge - Some skills needs to be charged for a while before they're actually executed

13. Skill Cooldown - Some skills causes their users(not just the skills themselves) to have to cooldown for a while after using them

14. Skill Hotkeys - Skills can be used via assigned hotkeys directly instead of navigating the actor command window followed by skill window

15. Turn Control - Turn length can be dictated by time, actions, or number of battlers

16. Turn Display - A window with a bar and a number will show how long the current turn has lasted versus the current turn length

17. Unison Skills - Some skills requires more than 1 battlers to use(all these battlers pay the same skill costs, make the same skill charge and cooldown)
I'd be glad to learn some more new ideas or ways to expand those in the above list(I'd also want to know what you think about them and whether they can work altogether) :)

Latest Threads

Latest Profile Posts

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
one bad plugin combo later and one of my followers is moonwalking off the screen on his own... I didn't even more yet on the new map lol.

Forum statistics

Threads
106,035
Messages
1,018,450
Members
137,820
Latest member
georg09byron
Top