| 11-08-2003, 02:38 AM | #31 |
The thing that actuially comes to head with this is how ff7 do it, just slightly modify it. On the hero you have 1 slot for a weapon, 1 slot for armor, and the rest for accessories and potions. There is a unit that is used for inventory of attack materia that is the sword, and a unit for defence materia that is your armor. You have 3 offencive spells and 3 defencive skills that your hero can cast, the first offencive spell goes off the first 2 of the weapon slots, the first defence spell goes off the first 2 armor slots, and so on. The other thing that would be nice is allow hero skills that are used to enhance the effect of the heros attack/defencive magic. [edit] Im expanding on how to do the whole materia type system. -Only allow players to have 2 of each type of materia, this will force them to use more stratigy, will mak putting 2 of the same type next to each other more efficient, and will give you better control over the exp of each of them(for leveling of the materia) -Make a materia the Summon materia, the materia can work on its own but when next to another materia it will summon the differnt versions of the summons. The thing that will make the summons differnt from anything else is once there are no enemyes arround them they will attack the caster for summoning them for no reason. -Change how i said 6 abilitys(3 offence and 3 defence) and make it 4(2 for each) the last 2 spaces in each item are for passive abilitys that the items give. |
| 11-08-2003, 04:57 PM | #32 |
Ah yes... I must confess, I do remember that Kirby game... one of their better additions to the Kirby system, I must say. Electric + Cutter simply rocked! (A dual-ended lightsaber-wielding pink marshmallow that can fly..... not something you see every day.) I think Jihad Joe and Obsidian Titan both have excellent ideas that I would also love to see tried out, but they're different enough from this system I might almost suggest someone try them out on their own. Obsidian's is especially different. But they're all interesting. I just don't want to see the current simple line die, I guess, bu I also like those systems. |
| 11-09-2003, 03:23 AM | #33 |
Ok, I've decided how it's going to work, people may be against this method, I know, there were a lot of good ideas, but I've tried to... a) pick a method I believe can be simple and at the same time deep. b) pick something that isn't so difficult that I will never finish it c) choose(I'm sick of saying pick constantly) a system that similar to my original idea so here it is, spells won't be radically different depending on the spell it's cast with. Spells will be changable, you can have 1 2 or 3 spells at a time, if you have 1 then all 6 item effects will be cast (damn powerful, but limited in other ways) if you have 2 then it's split vertically i.e spell one will cast slots 1,3 and 5. and 3 spells casts like my original map, with 1,2/3,4/5,6. You'll change spells at the main town in the centre of the map which has a holy temple where you go to change. 3 types of heroes, basically the only important thing about choosing your hero is their stats. Barbarian (strength based), Mage (intelligence based) and Hunter (agility based). Items and materia (now called 'Imburnts' meaning an imbued item) are the same thing, you'll start off with no spells and just a few items (not imburnts) and after your first short quest you'll be taught about imburnts and shops will start selling them. Imburnts are items which cast different effects as you cast your spells. You can only carry one weapon at a time and one shield at a time. Other items will be hoods, cloaks, rings, necklaces, gloves and gauntlets, which can be stacked. Any of these could be imburned with abilities like a fire sword or an ice sword or a glove of the flame etc. I've decided that having more than one of the same ability cast at once will result in the duration of the spell being longer. That is all. However direct damage type spells will deal all their damage at once like in the original map. I plan to have revival stones, any player can activate one, which deactivates the current stone. Whenever you die you are revived at the currently active revival stone. There will be some major storyline that you'll follow and be given quests at the holy temple. You'll only have one quest at a time and you can refuse a quest and go to the bounty guild to gain optional quests there. You can only have one optional quest at a time and can't have an optional quest and a major quest at the same time. Major quests cannot be abandoned, optionals can, by abandoning the quest at the bounty guild HQ. When in battle and at important scenes random players will be used for conversation. eg. You're deep in the bellows of a large haunted castle, you're sent to retrieve an ancient manuscript believed to hold the power to defeat the evil demonlord that plagues the city you serve, however it's all a trap set for your party, you begin to hear the sound of ghouls racing towards the chamber you all reside in and a game message will be spoken... Balthamos: They are coming...prepare yourselves... get it? ok, so those sorts of things will crop up all over the place. I hope other people use my idea for their own maps too. In fact just incase my map fails I'd like to see my spellsystem succeed somewhere...so I encourage people to use it :D I'm still trying to figure out the story and such, it may take some time...wish me luck |
| 11-09-2003, 04:20 AM | #34 |
Can you make a final version of your spell System? backpack and Imburnt *or whatever* included in a simple demo map showing how things work. Maybe if you could add comments They could put this thread in the trigger repository. *this really is a great thing thanks Balthamos* |
| 11-09-2003, 05:58 AM | #35 |
Yeah ok I can do that, I'll make a version with the spellsystem in a basic rpg which is unprotected. It'll take a few days though, my exams are coming soon, I don't want to be too distracted. |
| 11-10-2003, 05:48 AM | #36 |
I approve. You've combined some of the best criticisms of your current system with a few ideas no one thought of yet. I like this system... it's true to the original but very flexible and deep. And I really like the new name. ;) Splitting into vertical columns for the two-spell system was also a very clever idea. I look forward to this. |
| 11-11-2003, 03:10 AM | #37 |
cool i like the spell system, how you did it? later on your real map you should make more materia and don't use that stupid paladin as the spellcaster. jaina or otherelse is okay. my other opinion why don't you make the hero can go level up to 30 or even 99? |
| 11-11-2003, 03:13 AM | #38 |
Why not 5150051253? Anyway nathanax, just press the Back button if you post. Jesus goddamn, isnt that common sense? |
| 11-11-2003, 06:10 AM | #39 |
Alexis Axel, I just threw the map together...I didn't really bother about changing the level cap...I'll allow for level 1000 heroes in the next version...just for you ;) |
| 11-11-2003, 08:59 AM | #40 |
your map is really nice. good idea it just have a lets say "bug". you use the "is issued an order" event. that allows me to cast all spells on unlimited range and then hit stop fast, and instantly cast them again. i recommmend you better use the "has stopped casting an bility" event. also the boss should be a bit easyer, because i was only able to kill him using the bug. Also when the boss dies the quest item appears at the revival spot and you are still in the boss area, so you have to selfkill to get out. |
| 11-18-2003, 04:17 AM | #41 |
really? you'll make it just for me? i'm flattered. but are there able to leveling up even till thousands??? i'll be waiting till that day. |
| 11-18-2003, 04:21 AM | #42 |
I doubt you need to worry about him getting the max levels up. I can get max level up to 10,000. I use umswe to do it if you were wondering, unlimited should have it raised as well. |
| 11-18-2003, 05:00 PM | #43 |
Max Level up is and always has been 10,000. Its what to do with those extra 9500 Skillpoints that really makes me wonder. (You get 10,000 skillpoints by level 10,000 but can only spend them on 500 spells level ups). Max Level up is and always has been 10,000. Its what to do with those extra 9500 Skillpoints that really makes me wonder. (You get 10,000 skillpoints by level 10,000 but can only spend them on 500 spells level ups). |
| 11-18-2003, 08:19 PM | #44 | |
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lol, never heard of double text posting :P. You got a point though unless u going to make every skill have like 300-500 levels and make it so it takes 1 hit to level :P Tirias |
| 11-18-2003, 09:26 PM | #45 | |
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Dosent really matter, as long as it can go around that point anyway. I doubt anyone will need it that high because of the cut off in skill levels. I havent used the normal editor in months so i dont know what it has in comparison. |
