HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Stars of Destiny - Final Project

07-16-2009, 08:05 PM#1
Ignitedstar
The name's just a stand in for the moment... don't comment on it.

I've been thinking about this for awhile, considering what I'm doing with my map... Might as well drop the cat out of the bag.

The map I'm making is inspired from FFF, or Final Fantasy Forever. It was never finished, unfortunately. It had tons of potential, too. This map has been in production for four years: Two years planning, two years producing. Laugh at me or do whatever you want. Not everyone has the time to world edit all day. Plus, doing this spontaneously doesn't work very well for me. That's what I was doing the first time I made the map, and I hated it so much that I scrapped the whole thing and started over in the planning stage. This time around, it's a lot better, but it still has a few overarching problems, which I would like to discuss and get some ideas of.

WARNING: There is going to be a LOT of writing, so I suggest using your internet browser's search function. I was, and still am very serious about this map. As in matter of fact, I kind of obsessed over it for about half a year. This takes a lot out of my real life, so please be respectful of this thread. If I am sharing this with you guys when it takes a lot of my time, don't you think I expect it to be appreciated?

Table of Contents
1. General Outline
2. Current Hero Roster
3. Ability Sets
4. Enemies and Bosses
5. The B&L Table and the BSD Table
6. Status Ailments
7. Current Features
8. Features That Stayed On Paper

Table of Problems
9. Item System: Simple or Complex?
10. Heroes: Who Currently Has Issues
11. Passives
12. Enemy/Boss AI
13. Space Issue: Including the Story That Inspired the Map and Game Concepts

Heroes
14. Champion
15. Monk
16. Thief
17. Magus
18. Divine Apprentice
19. Summoner
20. Astrologist
21. Archer

---
1. General Outline

This map is inspired by Final Fantasy Forever. It's been so long since I've opened the map, I don't remember who made it and what clan they belonged to, but all I can say is that it was a map with very high potential. I'm not saying that I'm trying to make the best map ever... All of this just kind of came out when I wanted to create a map that was like FFF in general. However, that was when I first made it, and trashed it. It was the first year. I hated it because I was making a direct clone of the map, pretty much. I finally began to ask myself, "Well, what do I want?" instead of just "I want to make a map like FFF, but better."

So, I began to look at a lot of games- mostly RPGs, to brainstorm for ideas. I started to read reviews and such to get a feel for things people liked and didn't like. I got some of brothers to help me, plus my friends, both real and on the net. Haha, funny thing that I've been here for so long and never brought it up here.

Mostly every feature has been written down on a notepad or Excel sheet. Organization is my best friend.
---
2. Current Hero Roster

The eight current heroes were designed to be nostalgic in roles played... but after awhile, I figured that they'd be no fun that way, and started doubling and tripling up their roles. I can't count the amount of times I've changed their abilities because I wanted them to be fun. And my friends kept telling me, "You change that AFTER the map comes out." Man, I fail... maybe.

Full descriptions and abilities of each hero can be found in the Heroes section.
  • Champion - He wins the tank of the game award. The Champion was originally the Warrior/Knight because his first ability set was mostly attack, but after I gave him his second ability set which gives him a lead-based role- basically being self endurance and ally support, I couldn't label him a Warrior anymore. Then my brother said, "He reminds me of the D2 Barb." I didn't want to call him a Barbarian, because the names of his abilities didn't reflect that. I was stumped, and still am. We made a unanimous agreement that we'd keep the name Champion.
  • Monk - At first, the Monk was boring, boring, boring. He's the one who could spam spells that basically hit as much as a caster using some 5% of the same mana needed. After I changed it, it still didn't save him; he just got more boring. I got frustrated and only recently overhauled all of his abilities, but I needed someone could was fast and quick to make them work correctly. That is what makes him what he is, now. However, I don't think he's a Monk, anymore.
  • Thief - At first she was for stealing, but that was because I was trying to copy FF's thief and hated it all. After awhile, she wasn't really a Thief anymore, but I've kept the name out of laziness. She takes advantage of Creature Types and enemy conditions. From the very beginning, I didn't really know what to give her as a second ability set, so I decided to go with something Hunter-like.
  • Magus - Basically the Black Mage. I hate the Black Mage in FFF... he's just a spammer, so I decided to change it up a little. Thanks to a friend of mine, he's more entertaining with the Sync Table. The Sync Table is the only thing in the game that'll take usage of a multiboard, and the Magus is the only character who can use it. As in matter of fact, it is essential. Cast low-tiered spells to earn the Magus Sync Points within the respective element of the spell, and use those points to cast higher tiered spells. I have to warn everyone though that the Sync Table can get stuck- meaning, you can screw up, and the ways to get it unstuck are quite expensive.
  • Divine Apprentice - Basically the White Mage. I hate the White Mage in FFF... Holy on level 50-something, and it's her only damage spell... I couldn't keep the name Whtie Mage after I gave the Divine Apprentice a variety of spells. Thus, I gave her the name of the very first hero I created in the world editor. Initially, she was boring, too. Mostly because her spells are just copies of one another, just stronger. Unfortunately, she suffers from the Obsolete Tier Syndrome.
  • Summoner - I hate the Summoner in FFF... in pretty much every damn ORPG. They have terrible performance when it's all the Summoner does. I liked FF's summons, but FF X's summons were even better. He's a spin-off of what made Yuna special, and why I always loved the traditional FF Summoner. He has two types of summoning: The first type is a pet-like summon, and the other is a blow-up-everything summon. Er... I think he's rigged, but hell- the way everyone's changed, I think they all are.
  • Astrologist - Meant specifically for story purposes, this guy is supposed to be the main character. He reminds me of a religious scientist, weird as it sounds. He's supposed to be the real leader, but that was when I started to think that everyone would fight who would be playing him, thus being significantly weaker than he was beforehand. He plays with three of the story's major concepts: Creation (life), Statis (time), and Galaxy (death).
  • Archer - She was a great idea at first, but now I don't know what to do with her. Her attack is the best thing about her, but shooting is manual. I adapted an Archer Shooting System to my own needs... As in matter of fact, I changed it so much that I don't think it's even based off of it anymore.

---
3. Ability Sets

Every hero has two ability sets save the Magus who has three, each with 8 or more abilities. That's about 16 for each hero total (24 for the Magus). However, with the abundant number of abilities, one is limited by a mana value that never changes. Everyone starts out with at least one ability that costs 5 mana, and comparing that to 100 you can recover that at any time. However, with 16 usable abilities at your disposal, 100 mana is now a problem.

It wasn't like that at first. Intelligence used to give mana, but that was when I had spells that cost some 300 mana for mages and 10 mana for melee. Looking that those numbers... it's impractical. For 50 mana, my mage deals X damage whereas my warrior can deal X damage with just 12 mana or something. Therefore, all mana got cut at 100 for melee, 120 for casters, and 150 for pure casters. The Magus is the only pure caster; a pure caster, because he has no healing spell and only one support spell. That being said, every other hero has some kind of healing spell (and usually a support spell).

Actual hero data will be posted is posted in the Heroes section.

---
4. Enemies and Bosses

The one thing that I never really liked about most ORPGs is that they don't treat enemies the same as the players. In an RPG, an enemy has all of the stats that the playable characters have, just set and not growth-oriented. I decided to do it this way, making enemies more fun to look at. Every enemy one encounters is a hero, with the same stats being used a playable hero: Level, Strength, Agility, and Intelligence, with base stats. spells, and passives. The only thing is, is that they don't have hero glows. Bosses and playable heroes are the only heroes with actual hero glows. Personally, I think that's a nifty way of using non-hero glow units.

Every enemy and boss uses the B&L and BSD table. These two tables are what effect all enemies, which I had to implement for each and everyone of them (taking a helluva lot of time). After making these two tables, all I had to do is make up base parameters (but it still takes a long time). Here's one example. I'll just copy paste directly to jass script. I know it isn't the proper way to use it, but It's the closest thing to Courier New.
Collapse JASS:
//Name: Forest Troll                  Attack Range: Melee(100)
//Type: Beast (550)                   Attack Speed: 2.40 (x 90%) = 2.16
//Base HP: 350 (x 130%) = 455         Movement Speed: 270 (x 100%) = 270
//Total HP: 574                       Armor Type: Neutral
//Base MP: 100                        Base Armor: 1 (x 80%) = 0
//MP Regen: 0.05                      Total Armor: 0
//Exp: 1 (x 100%) = 1                 Damage Type: Neutral
//Gold: 4 (x 180%) = 3                Base Damage: 10 - 30 (x 110% - 125%) = 11 - 37
//Primary Attribute: Agility          Total Damage: 21 - 47

//Base Level: 2 (97.6331)
//Base STR: 290	Growth: 2.90 (x 140%) = 4.06	R.STR:   2.97 (+   4.06) ~   7
//Base AGI: 190	Growth: 1.90 (x 115%) = 2.19	R.AGI:   1.95 (+   2.19) ~   4
//Base INT:  70	Growth: 0.70 (x  75%) = 0.53	R.INT:   0.72 (+   0.53) ~   1

//Drop:  C.Type - Beast Hide (6%)
//       Common - Healing Salve[3] (25%)
//       Rare   - Recipe Page[#001: Healing Salve(3)] (5%)

//Steal: Common - Healing Salve (60%)
//       Rare   - Beast Hide (15%)

//Passives:
//Fire Resistance II
//- Fire-based spell resistance +50%.
//Earth Resistance II
//- Earth-based spell resistance +50%.

//Immunities:
//- None

//Spells/Skills:
//None
---
5. The B&L Table and the BSD Table

The Benefits and Losses table the and Base Stat Divisor table are what helped me add some sort of dynamic(?) flavor to enemies and bosses.
Collapse JASS:
//===============================|Attribute Benefits and Losses|=============================
//| Enemy Type | BASE | HP | AMR| MnD| MxD| AS | MS | EXP|GOLD| STR| AGI| INT|CRT%|CRTx|EVAS|
//|-----------------------------------------------------------------------------------------|
//|       Human|  550 |100%|100%| 90%| 90%|110%| 90%|100%|150%|100%|100%|100%| 10%|2.00|  5%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|       Beast|  550 |130%| 80%|110%|125%| 90%|100%|100%| 80%|140%|115%| 75%| 10%|2.50|  5%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|       Avian|  500 | 70%| 70%| 70%| 70%| 80%|150%|125%| 80%| 75%|140%| 90%|  5%|1.50| 15%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|      Insect|  525 | 85%|175%| 75%| 85%| 75%|120%|115%|110%| 85%|120%| 80%|  5%|1.50| 15%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|     Aquatic|  525 | 80%| 85%| 80%|100%|100%| 80%|100%|100%|100%|100%|100%|  5%|2.00| 15%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|   Elemental|  575 |100%|100%|100%|100%|100%|100%|100%|100%|100%|100%|100%| 10%|2.00| 15%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|      Statue|  550 |180%|140%|135%|155%|140%| 50%|100%|140%|250%| 55%| 55%| 20%|3.00|  0%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|   Enigmatic|  600 |100%|100%|100%|100%|100%|100%|100%|100%|100%|100%|100%|  5%|4.00|  0%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|      Undead|  575 |120%|115%| 80%|110%|120%| 70%|125%|125%|125%|100%| 80%|  5%|2.25| 10%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|      Divine|  575 | 80%| 85%|100%|100%| 85%|115%|125%|125%| 80%|100%|125%|  5%|2.25| 10%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|    Ethereal|  550 | 40%| 30%| 50%| 50%|150%|150%|225%| 25%| 40%| 30%|275%|  0%|0.00| 50%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|       Demon|  575 |100%|100%|115%|125%| 95%|105%|120%| 90%|100%|100%|100%| 10%|2.25|  5%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|      Astral|  650 |120%|100%|100%|125%|120%|100%|100%|100%|120%|120%|120%|  5%|2.25| 15%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|Non-Existent|  750 |125%|120%|100%|140%|100%|100%|150%|150%|160%|160%|160%|  0%|0.00|  0%|
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
//|   IF A BOSS| +100 |+20%|+20%|+20%|+20%| +0%| +0%|+25%|+25%|+20%|+20%|+20%| +0%| +0%| +0%|
//|-----------------------------------------------------------------------------------------|
//| Enemy Type | BASE | HP | AMR| MnD| MxD| AS | MS | EXP|GOLD| STR| AGI| INT| CRT|CRTx|EVAS|
//===============================|Attribute Benefits and Losses|=============================

//*A high Attack Speed B&L is bad.

And the BSD table. When I first showed the enemy data to a close friend of mine, he said, "Did you make up this number? 97.6331?" I told him no. It comes from this table.
Collapse JASS:
//DETERMINING BASE STATS

//BASE [ATTRIBUTE] = BASE [ATTRIBUTE] / ((101 - BASE LEVEL) / (BASE LEVEL^1.02 / 2) + 1)

//Or you can just use this handy-dandy table! Basically, if the unit is on Level X, then
//divide the Base Attribute by the 'DIVISOR'.

//====DIVISOR TABLE==== ====DIVISOR TABLE==== ====DIVISOR TABLE==== ====DIVISOR TABLE====
//|LEVEL ###| DIVISOR | |LEVEL ###| DIVISOR | |LEVEL ###| DIVISOR | |LEVEL ###| DIVISOR |
//--------------------- --------------------- --------------------- ---------------------
//|Level   1| 99.0000 | |Level  26|  6.4053 | |Level  51|  2.8125 | |Level  76|  1.6033 |
//|Level   2| 97.6331 | |Level  27|  6.1319 | |Level  52|  2.7414 | |Level  77|  1.5715 |
//|Level   3| 64.9144 | |Level  28|  5.8781 | |Level  53|  2.6731 | |Level  78|  1.5405 |
//|Level   4| 48.1721 | |Level  29|  5.6421 | |Level  54|  2.6073 | |Level  79|  1.5104 |
//|Level   5| 38.1833 | |Level  30|  5.4221 | |Level  55|  2.5439 | |Level  80|  1.4809 |
//|Level   6| 31.5515 | |Level  31|  5.2164 | |Level  56|  2.4828 | |Level  81|  1.4623 |
//|Level   7| 26.8319 | |Level  32|  5.0237 | |Level  57|  2.4239 | |Level  82|  1.4243 |
//|Level   8| 23.3027 | |Level  33|  4.8429 | |Level  58|  2.3671 | |Level  83|  1.3970 |
//|Level   9| 20.5653 | |Level  34|  4.6728 | |Level  59|  2.3122 | |Level  84|  1.3701 |
//|Level  10| 18.3810 | |Level  35|  4.5126 | |Level  60|  2.2592 | |Level  85|  1.3445 |
//|Level  11| 16.5974 | |Level  36|  4.3614 | |Level  61|  2.2080 | |Level  86|  1.3191 |
//|Level  12| 15.1142 | |Level  37|  4.2184 | |Level  62|  2.1584 | |Level  87|  1.2943 |
//|Level  13| 13.8615 | |Level  38|  4.0831 | |Level  63|  2.1104 | |Level  88|  1.2701 |
//|Level  14| 12.7897 | |Level  39|  3.9549 | |Level  64|  2.0640 | |Level  89|  1.2456 |
//|Level  15| 11.8622 | |Level  40|  3.8331 | |Level  65|  2.0190 | |Level  90|  1.2226 |
//|Level  16| 11.0519 | |Level  41|  3.7173 | |Level  66|  1.9754 | |Level  91|  1.2010 |
//|Level  17| 10.3378 | |Level  42|  3.6072 | |Level  67|  1.9331 | |Level  92|  1.1787 |
//|Level  18|  9.7042 | |Level  43|  3.5022 | |Level  68|  1.8920 | |Level  93|  1.1571 |
//|Level  19|  9.1379 | |Level  44|  3.4021 | |Level  69|  1.8522 | |Level  94|  1.1356 |
//|Level  20|  8.6289 | |Level  45|  3.3064 | |Level  70|  1.8136 | |Level  95|  1.1153 |
//|Level  21|  8.1690 | |Level  46|  3.2150 | |Level  71|  1.7760 | |Level  96|  1.0951 |
//|Level  22|  7.7513 | |Level  47|  3.1276 | |Level  72|  1.7395 | |Level  97|  1.0753 |
//|Level  23|  7.3704 | |Level  48|  3.0438 | |Level  73|  1.7040 | |Level  98|  1.0686 |
//|Level  24|  7.0215 | |Level  49|  2.9635 | |Level  74|  1.6695 | |Level  99|  1.0369 |
//|Level  25|  6.7009 | |Level  50|  2.8865 | |Level  75|  1.6360 | |Level 100|  1.0182 |
//--------------------- --------------------- --------------------- ---------------------
//|LEVEL ###| DIVISOR | |LEVEL ###| DIVISOR | |LEVEL ###| DIVISOR | |LEVEL ###| DIVISOR |
//====DIVISOR TABLE==== ====DIVISOR TABLE==== ====DIVISOR TABLE==== ====DIVISOR TABLE====
---
6. Status Ailments

I have to bring this up into its own section. I feel the need to explain, as it is slightly different from most games. Status ailments are obviously detrimental, but this works a little differently. For abilities that inflict status effects, you might see something like Level 1 Blind, Level 2 Silence, and Level 3 Confusion. What are these levels? That is what I am going to explain.

If it wasn't obvious, the levels are varieties of intensity. For some status ailments, a higher level means the effect becomes worse. For other, it affects how long it lasts. Here is a list of what statuses there are, what they do on levels 1/2/3 if it varies, and how long they last on levels 1/2/3- again, if it varies. Unfortunately, there's no point in going through the positive buffs, because they're always same-old, same-old.
  • Blind - The subject may miss 30/60/90% of the time. Lasts 15 seconds.
  • Silence - The subject cannot cast spells. Lasts 10/20/30 seconds.
  • Paralyze - The subject cannot perform in battle. Lasts 6/12/18 seconds.
  • Sleep - The subject cannot perform in battle, but can be awoken by getting hit. Lasts 10/20/30 seconds.
  • Innocent - The subject's stats (Strength, Agility, and Intelligence) are halved. The subject also loses the health, armor, and mana regeneration acquired from those stats. Lasts 10/20/30 seconds.
  • Confusion - Level 1 denies control of the subject and might randomly attack allies. Level 2 denies control of the subject, an even higher chance to attack allies and one may even use items on random targets. Level 3 denies control of the subject, an insanely high chance to randomly attack allies, may use their items on random allies or enemies, and may even commit suicide. All levels last 8 seconds.
  • Weaken - Level 1 reduces the subject's armor by 40%. Level 2 reduces the subject's armor to zero. Level 3 reverses the subject's armor. For example, if you have 18 armor, you will have -18 armor. Lasts 15 seconds.
  • Slow - The subject's Attack and Movement Speed are reduced by 25/50/75%. Lasts 20 seconds.
  • Negate - The subject takes 50/100/150% more damage from spells. Lasts 10 seconds.
  • Galaxia - Galaxy-based damage becomes lethal to the subject. Lasts 6/12/18 seconds.
  • Fear - Level 1 may cause the subject to fail in taking orders. Level 2 may cause the subject to fail in taking orders and flee when attacked. Level 3 may cause the subject to fail in taking orders, flee when attacked, and might even run away for the remainder of the battle. Lasts 10 seconds.
It might look intimidating, but so you know, the characters have these are their disposal as well. Not only that, there is plenty of equipment that grant resistances to these ailments. Some only grant minor resistance, but anything is better than getting a Level 3 Confusion or Fear.

---
7. Current Features

This map currently features:
  • Seven playable heroes. They are all multi-role filling and each have unique abilities that no other hero receives. Every hero has to have been reworked at least three times. Some five, six for one. I wish I was joking.
  • I haven't been able to use even a single normal ability for this map... That's how I've gotten stuck with 800 custom abilities.
  • I believe around 300 items. Believe it or not, about 75% of those you'll be using occasionally.
  • Status ailments that will really hang you on a cliff if you're not prepared for them. Otherwise, they're quite harmless.
  • CADS. Unfortunately, over the years, I've learned how to make my own spells, and am slowly leaving its dependence after realizing how limited it was. I am still very grateful for it, though.
  • Recipe System for everyday items to things you will never see getting dropped from an enemy or boss.
  • Home Base. Think of it as your team's HQ. Every player has their own private room, with three Stash boxes (storage) and a Safe Box. When saving is implemented, the Safe Box is the only storage that saves with you. You can also go into your private room to sleep for all of your health and mana back. No more Inns! However, you can't sleep whenever you want to.
  • . At night, a shop will pick a random location out of a set of locations on the World Map. This is the Black Market. When you find it, you can buy stuff that wouldn't be seen in normal shops.
  • FFF-styled battle system. It's FFF that brought the FF-adapted battles to Warcraft, so that's what I call it.

This map will (most likely) feature:
  • Graded Boss Battles. After you fight a boss once, you usually go back for more experience and items. You can always do that in this map as well, but you can also pick the option to grade your boss fight. You will receive a grade depending whether certain conditions were met when the boss is defeated. If you get an F, you get nothing except what was dropped, experience, and gold. The better your grade is, the better things that are awarded to the entire team. Your team has to do their best to get that A. This isn't really mandatory, so it is low on the priority list.
  • Soul Beacons. This feature is originally brought by the story, and thus a mandatory feature that must be added before a testable release. I will take directly from my notepad:
    Quote:
    Originally Posted by My Notepad
    For who know, Soul Beacons are reminiscent of Disgaea's Geo Symbols. In the world of SoD, Soul Beacons are physical fragments of souls that have wandered the living world. As they wander, the universal forces of the planet (like the force of gravity or energy) slowly turn the ethereal matter into physical matter, eventually becoming a Soul Beacon.

    The general power of a Soul Beacon is listed as E, D, C, B, A, and S. E is the weakest while S in the strongest. There are three types of Soul Beacons. Remember that all Soul Beacons have an inventory that tells one what effects they carry.

    DESTRUCTABLE
    These beacons can be completely destroyed by attacking them. Once destroyed, the effects of the beacon will go to the one that killed it.

    INDESTRUCTABLE
    These beacons do not technically die with you kill them. Instead of dying, they will switch colors. The colors determine which team is currently controlling the beacon. Because of this, Indestructable beacons must be fought over to gain favor in battle. Most of the time, these beacons will carry effects that are good for the players. However, there may be times when the effects are not wanted, and must be given to the enemy. Take extra care, as the enemies will do the same. Take what you want, and give away what you don't want.

    INVULNERABLE
    These beacons act like Indestructable beacons, but they cannot be destroyed or be controlled. Plus, they cannot be harmed. Their laws always affect both teams. Most of them are only only detrimental to victory. Always know what these do, because their absolute conditions in battle may prove lethal to the common cause.
  • Assist Heroes. This is also a little low on the priority list, as I want to see how things play out before making a final decision into wanting this. What this is going to do is that, after everyone picks a hero, you must pick another hero that will act as something like an assist hero. You will get a small additional set of abilities that you may use depending on the assist hero you chose. I want to implement this for the sole fact that I find it queer how characters who aren't played seem non-existent.
---
8. Features That Stayed on Paper

This section is written record of what I planned on during the development stages, tried to test, and didn't like them or couldn't develop it enough to turn it into something functional (note functional, not usable). I've gone through a whole ton, actually...

The first time I planned for this map, I wanted six basic heroes that could class change into two directions, three times. I got this idea from Seiken Densetsu 3, otherwise known as Secret of Mana 2. In order to make it work though, I adjusted it to know I would need it. That the time, what abilities you could receive were a little custom. Each individual hero had three initial spells with them, and whenever you class changed into a higher class, you would choose to keep two of the three abilities. A fully classed hero would have nine abilities total. Not only that, stats were inherited each time you class changed, thus encouraging to change as soon as possible as the later classes had better stat growth.

Ergh... The problem with that was how many heroes there were. By branch, 1 + 2 + 4 + 8 = 15 heroes. 15 x 6 = 90 heroes... I'm never gonna do that. I was about half way into the draft when I decided to scrap the idea. Good thing I wasn't that great at the world editor, then. That was when I decided to just go for seven heroes (the Archer not included at the time) and have a story-implemented RPG. I then made a story up- but this will be explained in "13. Space Issue: Including the Story That Inspired the Map and Game Concepts".

Another thing that I wanted to play around with was something related to a super attack. I'm talking something like Mystic Artes from Tales of the Abyss, Volty Strike from Radiata Stories, Final Smash from Super Smash Brothers, Finishing Strikes from Valkyrie Profile, and whatever else I can't of at the moment. Although, even now this doesn't work, because this was at the time when the heroes were all boring, and I wanted something big and flashy. I passed that stage some time ago.

There is actually supposed to be a ninth hero, but he got scrapped. My friend suggested a hero would could use a gun with multiple options and use gadgets and devices to fight enemies. Unfortunately, his ability sets were made on the spot, and the abilities weren't very well thought out. I didn't like him at all. However, at the time- and even now, I can't think of something that would work for him. Even then he's a scrapped hero, he could make a comeback.

There is also another hero, who we dubbed the Puppeteer. I thought that was a horrible name, and called her Marion. She herself couldn't do much, but she had a puppet- or more like Abomination, that stole parts from enemies that made up its stats and what abilities it had. This is much like Pinky, a pink glob from My World My Way who "mimicked" enemy body parts to get their stats and abilities (literally). It also determined if Pinky could equip anything. For example, you couldn't equip boots if Pinky mimicked a boar's feet, or you can't use a weapon if you have a bird's arms, etc. I think this was also a feature in Master of the Monster Lair. Unfortunately, there are too many enemies to boot, and this means that I'd have to take "parts" from each enemy. Not only that, we didn't decide what the Marion herself did, because her Abomination basically became the hero.

I knew this was going to be my final project, so I wanted to make a tribute to Warcraft and to the community. A long time ago, I made a topic about an AoS hero roundup. Does anyone remember that? It was for this. Basically, what I was giong to do was take one famous (or infamous) hero from a well known AoS, drastically increase their power to insane proportions, and let the party fight them.

The story behind this was that Aeons of Strife are legendary entities from the universe and beyond that, after their true death, were punished by a higher power for their warfare into forever enacting the battle that they participated in. The same Aeons would participate, but the outcome would always be different. And, even if they won or lost, the whole event would start over, as if it never happened. However, this was somewhat implemented into the story, too, and the main villain who has the ability to transcend space brought them to destroy the world the protagonist and his allies are apart of.

None of this happened, though. It was all scrapped, and there are lot of reasons. I couldn't use the heroes without the proper author's permission unless they were no longer around, and most said no because "it's never gonna get released, anyway". That was when I thought, "Geez, now I know how crossover licenses get into so much trouble." You don't need to know how I felt about hearing "it's never gonna get released, anyway" That was when I decided that I would keep this project a secret until I die... but here I am. I also got rid of it because I found a workaround that works very well.

EDIT: Please do not post, yet. I am preparing a new post for fear of going over the character limit.
07-17-2009, 08:57 PM#2
Ignitedstar
9. Item System: Simple of Complex?

More and more do I see ORPGs using some kind of crazy equipment system that is- as far as I can tell, mostly for show. I have also seen maps where the only equipment you receive is from battling bosses, which promotes a hefty amount of grinding. I am very, very worried about how my heroes will use their six inventory slot, but I believe I have finally found a viable solution. It doesn't require anything fancy, thankfully.

You only have six item slots (obviously). They are for:

1 - Weapon
2 - Armor
3 - Misc.
4 - Misc.
5 - Consumable
6 - Consumable

The thing that most people might wonder is, "How am I supposed to grab anything, then?" All heroes will have an additional spell book filled with miscellaneous uses. One of those uses is to transport an item on the floor to Home Base or to your stashes. If the stashes are full, you will receive an error and they will be transported to the center of Home Base. The next question usually is, "How am I suppose to make recipes?" Your hero only carries the recipes with them. The stashes are will forge the items. The heroes aren't master crafters, after all.

---
10. Heroes: Who Currently Has Issues

This sections addresses the current problems each hero has, if any.

Champion - None

Monk - Just trying to get a few spells to work.

Thief - Just trying to get a few spells to work.

Magus - I didn't think about it before hand, but the Magus has a spell that turns the target's damage and armor type into Sync Points. I should probably use some other type of parameter. Better yet, replace it altogether.

Divine Apprentice - She just got fixed. Woohoo!

Summoner - Just trying to get few of his Creature Summons' spells to work.

Astrologist - I don't think there are any outstanding problems.

Archer - She's still empty. The only thing I have down for her is how she attacks, but I don't know what I should do for her ability sets. I have an idea, and have written it down, but it doesn't work very well.
---
11. Passives

The only problem I have with passives right now is that anything that happens by chance I'll only put in if the chance is sort of insignificant. Currently, I am trying to make as many absolute passives as possible- in other words, passive abilities are always on, and don't trigger by chance. The only passives that aren't like this are the Creature Type identification and chances of striking an enemy with a status ailment.

Hero abilities are different, on the other hand. If there is a chance of something happening, it is usually very high. For instance, the Champion has an ability that has a 60% chance to inflict Confusion.
---
12. Enemy/Boss AI

I'm pretty sure that some people will have already taken notice that a map like this requires an AI for each and every enemy. However, I have personally have never made an AI, so I was wondering if it was possible to make a generic AI depending on the Creature Type. This means that different enemies behave according to the type of creature they are. Also, I was wondering what would be easier... Making an AI for each and every enemy, making a master AI- one that just makes all enemies act the same, or doing what I suggested already, base AI on creature types.

The other problem is, is that the AI are also required to participate in using Soul Beacons. Making a smart AI is very, very hard, from what I hear. Especially when it comes to something that changes for every battle scenario.
---
13. Space Issue: Including the Story That Inspired the Map and Game Concepts

The last thing that every mapmaker wants is to worry about: map size. Originally, before any of the production... before any of the heroes, or terrain, or abilities, or whatever, came the story. I want the story in the map, but not if it sacrifices gameplay elements. I'll go right down to it.

At first, there are fourteen gods who raged war across the universe. They rage war because they want dominion, and only way to get it is to fight for it because no god or goddess wouldn't willingly give it. They would constantly fight, bicker, betray, and gossip amongst one another. One day, tired of all of the fighting, one of the gods purposes that they form a treaty of peace, and as proof of that peace, they would use their powers of destruction for the creation of a new deity. A few others agreed, but many of them were hesitant, and some were skeptical. Regardless, in the end there was a unanimous agreement and a new goddess was born. They named her Asver.

While still just a baby, each of the fourteen deities decided to give Asver a present. They all traveled to the different corners of the universe to bring it to her, but one of them, Ophiuhus, did not return. Instead, something else did. It was a huge mass of darkness that called itself Galaxy. It claimed that Asver's birth brought upon the shadows of the other deities. They abandoned their lives of warfare due to her and that some of the gods and goddesses and ulterior motives. The deities denied that, only wanting Asver to live for the sake of life. The rejection only caused anger for Galaxy, and more grief for the deities as it swallowed each god one by one, getting bigger and bigger.

Eventually, only Asver was left to be eaten. Though just a baby, she knew that she had to do something. The deities that created her- her parents, all sacrificed themselves for her. If life really meant that much to them, why fight for all of those countless eons? Asver herself didn't have much power, but she had things that did. She sacrificed each of the presents that her parents gave her, calling out to whatever was left of them when they were swallowed by Galaxy. Their bodies and souls dissolved into pure power, but it was something unique, different from Galaxy. It called out to her, calling itself Creation.

Creation only knew that before Asver would be eaten and all life erased, it and Galaxy must die together, as Galaxy being ultimately negative power, must be neutralize by an ultimately positive power, being Creation itself. Right when the two collided into one another, Asver had forgotten. One god did not return from his trip to give Asver a present. Galaxy was born from the shadow of all of the deities, but Creation was born from thirteen gods, not fourteen. Where had Ophiucus gone? Creation would surely lose, and Asver would die, anyhow.

There was one more chance. It is true that Galaxy was born from the fourteen gods, and Ophiucus had gone missing. However, Asver was still a goddess of life, just like her parents. She jumped into the fray, and the two higher beings disappeared (the big bang). Asver was left behind serevely injured and infected and Galaxy. With whatever that remained from the explosion, Asver turned herself into a planet (planet does mean celestial body) to recover from her injuries, but also to keep Galaxy from escaping while hoping that life continued to form elsewhere. Although, she had forgotten that she had been blessed by Creation, allowing her to give life on her own planet as well.

From the mix of things, fourteen different creatures were born from the life Asver tried to keep: Humans, Beasts, Avians, Insects, Aquatics, Elementals, Enigmas, the Undead, the Divine, the Ethereal, Statues, Demons, the Astral, and the Non-Existent.

The story begins millions of years after life on Asver was able to evolve into the above. Basically, the Astrologist is the main character, and everyone else in the party are his friends. They all want to know various things, including why it seems like Galaxy is returning, the motives of someone Redendbriad, who seems to behind it all, and most of all, how to stop it from happening.
---
Please do not post, yet.
07-18-2009, 12:17 AM#3
Ignitedstar
First thing's first:

Strength
- Each point raises HP by 17.
- Each point raises HP Regeneration upon victory by .02%.
Agility
- Every 14 points raises armor by 1.
- Every 10 points increases movement speed by 1.
Intelligence
- Each point raises the effectiveness of most consumable items.
- Each point raises MP Regeneration upon victory by .03%.

Quote:
Originally Posted by Someone From Another Site
Why did you choose 17 HP per Str?
Personally I prefer 5's and stuff as well, but I wanted to hit numbers that are bit more realistic. Plus, I wanted to hit that FF-feel, and I certainly couldn't get it with multiples of five. In the rules of division, there are none for seven (that's what my teacher said anyway).

14. Champion
Base HP: 586
Base MP: 100
MP Regeneration: 0.2
Armor: 2
Attack Speed: 2.42
Move Speed: 300
Attack Range: Melee(118)

Primary Attribute: Strength
Strength: 25 + 4.45
Agility: 7 + 0.90
Intelligence: 3 + 0.65

Attack Type: Neutral
Armor Type: Neutral
Class Type: Melee
Weapon Used: Sword
Armor Used: Physical Armor

Tactical Skills
Level 01 - Taunt
Mocks all enemies surrounding the Champion in a 350 AoE, causing them to attack him in frustration.

Level 03 - Rock Throw - 5 MP
Deals [90 + [5 x STR] neutral damage to a single target and may inflict Level 1 Confusion with a [INT]% success rate. The success rate cannot surpass 50%.

Level 06 - Sentinel - 5 MP
Take careful measures to protect his allies, increasing his armor by 10 and taking damage for an ally when they are physically attacked or take damage from a skill. Sentinel lasts for 20 seconds.

Level 16 - Castle Rush - 10 MP
Charges into a single enemy, locks them into a stunned position, and pushes them back, dealing [315 + [7 x STR]] neutral damage over three sequences.

Level 28 - Feint - 10 MP
Inhibit one's Movement Speed to the absolute minimum, faking his next attack for the next 5 seconds. If he is attacked during this time, he will suffer no damage and the attacker is stunned for 3 seconds. Certain enemies and Bosses are stunned for 2 seconds.

Level 35 - Arc Blade - 15 MP
Make a 180 degree sweep using his sword, dealing [400 + [8 x STR]] neutral damage to all enemies in front of him. Enemies on the Champion's right side will take [20 + [2 x INT]]% more damage while those on the left side will take [40 + [2 x INT]]% more damage.

Level 42 - Analyze - 5 MP
Studies a single enemy closely, revealing the enemy's innate special abilities, what items they will drop as well as what can be stolen.

Level 46 - Sword Dance - 10 MP
Tricks a single enemy into foolishly anticipating an attack, inflicting Level 3 Confusion with a 60% success rate. If this fails, he will heavily strike the target, dealing [450 + [9 x STR]] neutral damage.

Level 57 - Magic Brace - 15 MP
The Champion undertakes the duty of fully protecting the ally under Sentinel, standing by their side and taking no damage at all. Magic Brace lasts for 5 seconds. This can only be used when Sentinel is active.

Level 65 - Sinclaire - 20 MP
The Champion imbues his sword with energy that will splash as he deals the next physical attack, dealing [1920 + [24 x INT]] thunder damage to all enemies surrounding the target in a 300 AoE and [720 + [9 x STR]] light damage to the target itself.

Leadership Skills
Level 09 - Power Up - 10 MP
Rallies allies into battle, increasing their attack damage by 25% in a 400 AoE, Lasts 3 minutes. Power Up and Defense Up do not work at the same time. Power Up dispels Power Down.

Level 12 - Defense Up - 10 MP
Rallies allies into battle, increasing their armor by 12. Lasts 3 minutes. Power Up and Defense Up do not work at the same time. Defense Up dispels Defense Down.

Level 20 - Power Down - 10 MP
Warcry that demoralizes enemies, decreasing attack damage by 40% in a 400 AoE for 45 seconds. Power Down and Defense Down do not work at the same time. Power Down dispels Power Up.

Level 23 - Defense Down - 10 MP
Warcry that demoralizes enemies, decreasing armor by 20 in a 400 AoE for 30 seconds. Power Down and Defense Down do not work at the same time. Defense Down dispels Defense Up.

Level 30 - Battle Aura - 10 MP
The Champion boosts morale with an enduring stand, increasing attack speed by 30% to all allies in a 900 AoE. The effect lasts for 30 seconds plus the amount of time the Champion stays within the channeling position.

Level 39 - Encroach - 10 MP
The Champion boosts stamina with a brandishing blade, increasing movement speed by 40% to all allies in a 900 AoE. The effect lasts for 30 seconds plus the amount of time the Champion stays within the channeling position.

Level 50 - Down Time - 15 MP
Removes an allied hero from battle for 5 seconds, restoring [[8 x STR] + [14 x INT]] HP and about 20 MP. Also heals Negate, Confusion, Galaxia, and Fear.

Level 61 - Status Bond - 40 MP
The Champion heightens the power of all surrounding allies in a 600 AoE by enchanting them with buffs currently on him.

---
15. Monk
Base HP: 429
Base MP: 100
MP Regeneration: 0.25
Armor: -4
Attack Speed: 1.98
Move Speed: 315
Attack Range: Melee(100)

Primary Attribute: Strength
Strength: 16 + 3.15
Agility: 11 + 1.50
Intelligence: 8 + 1.35

Attack Type: Neutral
Armor Type: Neutral
Class Type: Melee
Weapon Used: Spirit
Armor Used: Exceptional Armor

Combat Skills
Level 01 - Aura Will
Forces all surrounding enemies in a 300 AoE to attack the Monk. If the Monk has Free Spirit, this ability instead stuns all enemies within range for 2 seconds. The stun does not work on certain enemies and bosses. Using this skill will cancel Free Spirit.

Level 04 - Lion Fist - 5 MP
The Monk charges up to the enemy and rams his fist into their gut, dealing [6 x STR] neutral damage and stunning them for 2 seconds.

Level 15 - Fatigue - 10 MP
The Monk withdraws energy from the target, dealing [[25% of Monk's Current HP] x [1 + [AGI / 50]]] neutral damage. If the target has less than 30% of their maximum MP, they become stunned for 2 seconds. The stun does not work on certain enemies and Bosses.

Level 22 - Magic Void - 5 MP
The Monk damages both body and mind, dealing [180 + [4 x STR] + [5 x AGI]] neutral damage and 10 MP damage to a single target. If the target has Mage Seal, their current MP is halved. Using this skill will cancel Mage Seal.

Level 28 - Concentrate - 10 MP
The Monk focuses his mind and body, increasing the amount of damage dealt by Combat skills by 35% for 8 seconds. If the enemy is stunned, combat skills used will deal double the damage. Doubled damage dispels Concentrate.

Level 34 - Counter - 5 MP
The Monk readies himself to completely evade the next physical attack aimed at him, and quickly follows up with a blow, dealing [[Amount of Damage Ignored] x [1 + [STR / 10]] damage to the attacker. Counter lasts for 5 seconds.

Level 40 - Phoenix Burst - 10 MP
Unleashes explosive power from his hand, dealing [360 + [6 x STR]] fire damage to a single target. The blast leaves behind scorching earth, dealing [INT] fire damage per second to all enemies in a 400 AoE for 6 seconds.

Level 48 - Holy Truth - 10 MP
Brings forth divine energy, dealing [360 + [5 x STR] + [8 x INT]] light damage to a single target and additional light damage depending on the Creature Type of the target. If used following Dark Back-Truth, Holy Truth ignores the target's Creature Type.

Level 48 - Dark Back-Truth - 10 MP
Summons sinful power, dealing [360 + [5 x STR] + [8 x INT]] dark damage to a single target and additional dark damage depending on the Creature Type of the target. If used following Holy Truth, Dark Back-Truth ignores the target's Creature Type.

Level 56 - Calm Mind - 50 MP
The Monk unifies both body and spirit, halving the MP cost of all Combat Skills and disabling their cooldown. Lasts for 20 seconds.

Spiritual Skills
Level 07 - Free Spirit - 10 MP
Ignores all spell-based damage and recovery for 8 seconds. If used on an ally, Free Spirit lasts for 4 seconds.

Level 12 - Mage Seal - 5 MP
Deals [[3 x AGI] + [5 x INT]] neutral damage to a single target and seals their ability to use MP for 10 seconds.

Level 18 - Chakra - 15 MP
Heals [7 x INT] HP and 15 MP in a 150 AoE around the Monk and heals Blind, Silence, Paralyze, and Innocent.

Level 25 - Life Giver
Restores up to 40% of an ally's maximum HP at the cost of [Percent Restored / 2]% of the Monk's HP. If the Monk has less than 30% of his maximum HP, Life Giver does not work.

Level 31 - Frail Spirit - 10 MP
Reduces all spell-based resistance of an enemy by 50%. Frail Spirit lasts for 8 seconds.

Level 37 - Revive - 25 MP
Returns all allies that has fallen in battle with 15% of their maximum HP.

Level 44 - Mana Spirit - 15 MP
Creates a spirit that is used to replace the cost of one spell. Allies may only have one.

Level 52 - Vital Generosity
Uses 2000 HP of the Monk to restore to fully restore HP to a single ally. If the Monk has less then 3000 HP, this does not work.

---
16. Thief
Base HP: 351
Base MP: 100
MP Regeneration: 0.25
Armor: 3
Attack Speed: 1.69
Move Speed: 330
Attack Range: Melee(118)

P. Attribute: Agility
Strength: 14 + 2.65
Agility: 16 + 2.45
Intelligence: 5 + 0.90

Attack Type: Neutral
Armor Type: Neutral
Class Type: Melee
Weapon Used: Knives
Armor Used: Physical Armor

Thievery Skills
Level 01 - Gold Thief - 5 MP
Steals [[Target's Level x 3] + [AGI x 2]] gold from a single target. The Thief has a 40% to fail stealing. If the Theif fails, she inflicts
[3 x AGI] neutral damage to herself

Level 05 - Iris Glint - 10 MP
Activates the Thief's ability to steal items from an enemy. Using Gold Thief, Stealing Shot, or Scape Dasher will attempt to steal from an enemy.

Level 13 - Pilfer HP - 5 MP
Absorbs the life force of an enemy, stealing [[3 x AGI] + [3 x STR]] HP.

Level 20 - Status Steal - 15 MP
The Thief gives away harmful status effects and gives it to the target while taking the beneficial buffs that the target has for herself.

Level 28 - Pilfer MP
Absorbs the mental energies of an enemy, stealing about 20 MP.

Level 35 - Impaling Trickster - 10 MP
The Thief first attacks the target up front, dealing [[3 x STR] + [3 x AGI]] neutral damage to the target with a 50% success rate. If the attack fails, the Thief will backstab the enemy, dealing [[5 x STR] + [8 x AGI]] neutral damage to the target with a 50% success rate. Finally, if that attack fails, the Thief steals [Enemy Level x 2] gold and [3 x AGI] HP from the target with a guaranteed success.

Level 42 - Stealing Shot - 10 MP
Deals [AGI x 4] neutral damage to a single target and steals [[Target's Level x 2] + [AGI]] gold from a single target with a 20% failing rate. If the Thief fails, she inflicts [2 x AGI] neutral damage to herself.

Level 51 - Scape Dasher - 20 MP
Runs past and mugs the target at extreme speed, dealing [480 + [8 x AGI]] neutral damage. Scape Dasher increases the success rate of obtaining items from Iris Glint than Gold Thief, but failing to steal the item deals [3 x AGI] neutral damage to herself.

Predatory Skills
Level 03 - Lioness Hunt - 5 MP
Tracks an enemy, dealing an additional [AGI] damage for every strike. Deals [22 x AGI] neutral damage to Beasts.

Level 10 - Bloody Bounty - 10 MP
Instantly slays the target if it's HP is below 10% of its maximum HP. The amount of additional gold received is equivalent to the experience gained from the target. Does not work on certain units and Bosses.

Level 17 - Aerial Blitz - 5 MP
Deals [6 x AGI] thunder damage to all enemies in a 250 AOE. Deals [22 x AGI] neutral damage to Avians and Aquatic beings.

Level 24 - Chaos Inflictor - 5 MP
Deals [5 x AGI] plus an additional [AGI] neutral damage for every status effect on the target. Deals [22 x AGI] n. damage to Humans.

Level 32 - Defense Break - 5 MP
Deals [120 + [3 x AGI]] neutral damage to a single target, but deals [360 + [8 x AGI]] neutral damage if the target is affected by Defense Up. Deals [22 x AGI] neutral damage to Statues.

Level 38 - Dark Temptation - 5 MP
Causes the target to fight for you for 10 seconds. Deals [22 x AGI] neutral damage to Undead beings.

Level 45 - Deniable Ransom - 10 MP
If the target's HP is below a certain percent of it's maximium HP, the Thief holds the target for ransom. There is a 50% chance that the ransom will work, and the entire party is awarded gold, no EXP, and a victorius battle. If it fails, all enemies grow stronger.

Level 54 - Crushing Resolve - 5 MP
Deals [2 x AGI] neutral damage and disallows the use of any status inflicting spell. Deals [22 x AGI] neutral damage to Divine beings.

Level 63 - Trinity Hunt - 20 MP
Summons two images of the Thief with the same items, but with 60% of her stats. Lasts for 30 seconds.

---
17. Magus
Base HP: 127
Base MP: 150
MP Regeneration: 0.50
Armor: 0
Attack Speed: 2.27
Move Speed: 270
Attack Range: 800

P. Attribute: Agility
Strength: 6 + 1.65
Agility: 2 + 0.70
Intelligence: 23 + 3.65

Attack Type: Fire
Armor Type: Magic
Class Type: Pure Caster
Weapon Used: Staves
Armor Used: Majestic Armor

Elemental Construction
Level 01 - Blaze - 5 MP
Deals [60 + [6 x INT] fire damage to a single target and [INT] burn damage per second for 3 seconds. Adds one Sync Point to Fire.

Level 03 - Gush - 5 MP
Deals [50 + [5 x INT] water damage to a single target and may inflict Level 1 Slow with a 50% success rate. Adds one Sync Point to Water.

Level 05 - Voltage - 5 MP
Deals [7 x INT] thunder damage to a single target and may inflict Level 1 Paralyze with a 40% success rate. Adds one Sync Point to Thunder.

Level 07 - Glaive - 5 MP
Deals [50 + [5 x INT] earth damage to a single target and stuns them for 1 second. Adds one Sync Point to Earth.

Level 09 - Holy Explosion - 5 MP
Deals [60 + [6 x INT] light damage to a single target and 1may inflict Level 1 Confusion with a 30% success rate. Adds one Sync Point to Light.

Level 11 - Shadow Grasp - 5 MP
Deals [70 + [7 x INT] dark damage to a single target. Adds one Sync Point to Dark.

Level 13 - Burst - 5 MP
Deals [160 + [8 x INT] neutral damage a single target. Adds one Sync Point to Neutral.

Level 15 - Sync Flush - 20 MP
Consumes every element within the Sync Table, dealing [INT] neutral damage times the amount of Sync Points stocked to all enemies within a 400 AoE.

Level 25 - Sync Draw - 30 MP
Receive Sync Points equal to the target's attack type and armor type.

Level 35 - Spell Sync - 50 MP
Returns the last amount of Sync Points used by a spell to the Sync Table.

Simple Synthesizing
Level 18 - Razing Boulder - 20 MP
Requires 3 Fire and 1 Earth. Causes a burning boulder to crawl across the surface, dealing [2 x INT] fire damage constantly to enemies within the line of fire.

Level 21 - Geyser - 20 MP
Requires 2 Water, 1 Fire, and 1 Earth. Surrounds the Magus in boiling hot water, dealing [3 x INT] water damage constantly to enemies surrounding the Magus. Lasts 8 seconds.

Level 24 - Arctic Breath - 20 MP
Requires 2 Earth and 2 Water. Chills the earth, dealing [300 + [6 x INT] earth damage within a 700 AoE and infilcts Level 1 Slow.

Level 27 - Dark Savior - 15 MP
Requires 2 Dark and 1 Neutral. Instantly kills a target with a [90 - [Current % HP]] success rate. Does not work on certain enemies and Bosses.

Level 30 - Spark Bite - 20 MP
Require 3 Thunder, 1 Fire, and 1 Light. Pulverizes a target with an unstable charge of electricity, dealing [16 x INT] thunder damage and inflicting Level 2 Paralyze.

Level 33 - Suction - 10 MP
Requires 2 Dark and 2 Light. Transfers about 30 MP from the target to the Magus. If the target is an ally, the Magus transfers 30 MP from himself to the ally.

Level 36 - Energy Arrow - 30 MP
Requires 2 Neutral, 1 Fire, and 1 Thunder. Strikes the enemy from the sky, dealing [15 x INT] neutral damage to a single target and [350 + [7 x INT]] neutral damage to all enemies in a 300 AoE.

Level 39 - Spatial Cross - 35 MP
Requires 3 Light and 2 Earth. Marks the ground with a large insignia produced by divine light, dealing [350 + [7 x INT]] light damage to all enemies surrounding the Magus in a 800 AoE.

Complex Synthesizing
Level 42 - Stone Ballet - 40 MP
Requires 5 Earth, 1 Light, and 1 Neutral. Summons parallel lines of boulders to erupt from the earth, dealing [80 + [2 x INT]] earth damage to surrounding enemies as they spawn. Three seconds after each row of rocks completely spawn, they will come together and crush all enemies in between eachother, dealing [720 + [12 x INT]] earth damage.

Level 46 - Veneration - 35 MP
Requires 6 Light and 2 Thunder. Envelops the target in a ray of cosmic energy, dealing [24 x INT] light damage to a single target and inflicts Level 2 Silence, Weaken, Negate, and Confusion.

Level 50 - Shatter Frost - 50 MP
Requires 5 Water, 1 Thunder, 1 Earth, and 1 Dark. Summons a missile of exploding ice, dealing [150 + [3 x INT]] water damage every .25 seconds within a 125 AoE. After the missile disappears all of the frozen debris explodes, dealing [550 + [11 x INT]] water damage to all enemies within a 250 AoE.

Level 54 - Malefic Drive - 35 MP
Requires 6 Dark and 1 Earth. Sweeps the battlefield in darkness and strikes all enemies from the shadows, dealing [1500 + [20 x INT]] dark damage. If any enemy has Dark armor, this instead deals [2000 + [25 x INT]] neutral damage that specific enemy.

Level 58 - Neutralize - 20 MP
Requires 1 of each element. Disturbs the natural balance of the elements, nullifying all of the target's passive abilities. Does not work on certain enemies and bosses.

Level 62 - Terra Force - 45 MP
Requires 7 Neutral. Summons the Creation of the land into a refined blast of energy, dealing [2520 + [28 x INT] neutral damage. The damage is tripled if the target is a Non-Existent creature.

Level 66 - Meteor Storm - 70 MP
Requires 5 Fire, 3 Earth, and 3 Neutral. Calls upon asteroids of distant space to wreak havoc on the battlefield, each dealing [750 + [10 x INT]] neutral damage to all enemies in a 300 AoE.

---
18. Divine Apprentice
Base HP: 255
Base MP: 120
MP Regeneration: 0.40
Armor: 1
Attack Speed: 2.21
Move Speed: 285
Attack Range: 750

P. Attribute: Agility
Strength: 9 + 2.25
Agility: 6 + 1.00
Intelligence: 16 + 2.75

Attack Type: Light
Armor Type: Magic
Class Type: Caster
Weapon Used: Staves
Armor Used: Majestic Armor

Restorative Spells
Level 01 - Heal
Level 06 - Initiate Light
Level 11 - Cure
Level 17 - Heal All
Level 23 - Revive
Level 29 - Healing Verse
Level 36 - Restore
Level 42 - Cure All
Level 49 - Heaven's Scope
Level 56 - Restore All
Level 62 - Resurrection

Divine Spells
Level 09 - Shining
Level 12 - Repel
Level 14 - Silent Whisper
Level 20 - Nullify
Level 26 - Pale Light
Level 33 - Breaker
Level 45 - Demon's Bane
Level 53 - Haste
Level 59 - Angel's Tear
Level 66 - Empyrean Rite
---
19. Summoner
Base HP: 182
Base MP: 120
MP Regeneration: 0.40
Armor: 1
Attack Speed: 2.43
Move Speed: 285
Attack Range: 725

P. Attribute: Agility
Strength: 9 + 1.90
Agility: 4 + 0.85
Intelligence: 19 + 3.25

Attack Type: Dark
Armor Type: Magic
Class Type: Caster
Weapon Used: Staves
Armor Used: Majestic Armor

Creature Summons
Level 01 - Wolf
Level 05 - Helper
Level 12 - Armor
Level 18 - Mana Fiend
Level 27 - Myrmidon
Level 36 - Occult King
Level 42 - Liquid Fire
Level 48 - Ancient
Level 56 - Unbroken One

Master Summons
Level 10 - Madam Vain
Level 15 - Jacques
Level 20 - Faerie Dragon
Level 25 - Daravon
Level 30 - Martyr
Level 40 - Hell Gate
Level 45 - Anjealous
Level 50 - Harmonia
Level 60 - Tetra Elemental
Level 65 - Apocolypse
---
20. Astrologist
Base HP: 332
Base MP: 100
MP Regeneration: 0.30
Armor: 1
Attack Speed: 2.15
Move Speed: 270
Attack Range: 200

P. Attribute: Strength
Strength: 14 + 2.40
Agility: 6 + 1.15
Intelligence: 13 + 2.45

Attack Type: Neutral
Armor Type: Neutral
Class Type: Exceptional
Weapon Used: Gemstones
Armor Used: Exceptional Armor

Creation
Level 01 - Defection
Level 04 - Grief
Level 13 - White Fire
Level 22 - Creation Mirror
Level 31 - Faith Renewal
Level 40 - Sacred Douse
Level 49 - Final Glory
Level 58 - Rebirth

Galaxy
Level 01 - Astral Night
Level 09 - Galatic Reign
Level 18 - Imprison
Level 27 - Circuit Break
Level 36 - Atrophied Guardian
Level 45 - Dark Matter
Level 54 - Cruel Quietus
Level 63 - Non-Time Space
Level 72 - Planet Storm
---
21. Archer
Base HP: 316
Base MP: 100
MP Regeneration: 0.15
Armor: 2
Attack Speed: 2.35
Move Speed: 250
Attack Range: Varies

P. Attribute: Strength
Strength: 16 + 2.85
Agility: 13 + 2.10
Intelligence: 4 + 1.05

Attack Type: Neutral
Armor Type: Neutral
Class Type: Exceptional
Weapon Used: Bow & Arrow
Armor Used: Exceptional Armor

Please do not post, yet.
07-20-2009, 05:44 PM#4
Ignitedstar
You guys may post your comments, now. All help and questions are appreciated considerably. I will most likely give a mroe in-depth description of what each ability for all of the heroes do, but I am running out of time and will do it later.

Thanks for being so patient and not posting. I was really busy over the weekend.
07-20-2009, 06:28 PM#5
rain.mon
That was a big read, but I want to ask why does some classes have 3 spell tiers while other 2 ?
07-21-2009, 07:05 AM#6
Ignitedstar
You really don't have to read it all. I was putting out a lot of information in the case that someone actually wanted to read it all. Thanks for reading it all, though. Haha.

Three spell tiers? Spell tiers could either mean ability sets or something like fire 1/fire 2/fire 3. If you're talking about the Magus and his three ability sets, he's the only exception. If that's not what you're talking about, could you please explain more thoroughly?
07-21-2009, 08:16 AM#7
rain.mon
Yes I was talking bout the magus. Why is he favored more then the other classes ?
07-21-2009, 05:49 PM#8
Ignitedstar
Favored more? No where in anything that I've written so far in this thread do I see anything mentioning of the Magus carrying favor over the rest. As in matter of fact, making all of his abilities useful took longer than it should have (which was pissing me off). Please don't think that I overlooked the gameplaying ability for each hero. Er... I'm not yelling at you or anything, just so you don't take any of this the wrong way.

He's isn't favored more; the reason why he has three ability sets instead of two like everyone else is because 1) it compensates for his extremely poor health and armor, 2) he's the only pure caster in the map so far- and as already explained, a pure caster has no healing spell whereas every class has at least one, and 3) he uses the Sync Table, which requires me to give me more variety in what spells he has as well as how many he has.

Although, I think I can understand why you don't understand. I haven't given full details about what each ability does, yet. I will do some of it, today. And to give you more of an understanding of why the Magus has three ability sets instead of two, I will do him first.

I've talked about this before. Well, not exactly referring to the Magus, but spell casters in general.
07-22-2009, 12:48 AM#9
un_known
Very interesting Star.

Love the idea and love how it looks.

How many players will this be... (Couldn't find that.)
How large is the map, terrain how will that look, Will it be teamed or not, ect..

The basic layout is fabulous a bit long of a read but I love the idea only just a few things you mgiht want to clarify.
07-22-2009, 03:38 PM#10
Switch33
Interesting project. . . Here's my thoughts:
About the Map:
Is it an rpg? Is it an Aos? You've never really told us i don't think. At least it's too lengthy for me to search. I read most of it though which is better than most can say.

About the Heroes:
Quote:
Originally Posted about Magus: I have to warn everyone though that the Sync Table can get stuck- meaning, you can screw up, and the ways to get it unstuck are quite expensive.

This seems maybe too confusing for people? Anyways this whole thing will be extremely confusing unless you have some seriously very graphic and good way to deal with spells. Spellbooks would work ok but i think it would be especially rediculous for the Magus character to search through a spellbook to get certain spells to get certain affinities up like fire, water etc.

If you want to combine different types of hero classes why not combine them by making classes interchangeable? As you level to a certain level like 8 or so you pick your second class to become what you want to become. Good examples of this are Neverwinternights and Titan Quest. Though the class stuff and very specific heroes gets away from raw good hack&slash(ex. diablo 2 for example) games or arcade game(ex. crash bandicoot:spinning rocks into people owns xD ) simple moves which makes most games playable over and over.
Quote:
Level 52 - Vital Generosity
Uses 2000 HP of the Monk to restore to fully restore HP to a single ally. If the Monk has less then 3000 HP, this does not work.
This monk skill is by far the most foreboding skill i've ever heard of. Sacrificing 2000 life is rediculous! Especially when you don't know how much life heroes will have when they even get that skill. I'd say use somewhat lower numbers for this skill at least and for the most part the numbers will also come more into play when the map is actually testable and you can see real gameplay. And sacrificing life doesn't seem like a monk skill to me. Maybe just me though.

About Hero Stats:
Quote:
Intelligence
-Each point raises MP Regeneration upon victory by .03%

What's this about? You kill a monster and you regenerate mana faster out of combat? That's nice and all but can you regenerate mana at all in combat? If not thats probably not gonna be good. But regenerating mana out of combat is a great idea since it gives it more of an rpg appeal. It's like using mana regeneration for a healing salve(only non-combat consumeable).

About Ailments:
I like your ideas of status ailments. It's not a relatively new idea persay but it's good nevertheless and it's pretty new for wc3. I'd only change that some of them are pretty out there like Galaxia which is pretty pertaining to the game rather than an "ailment" or sickness.

About Creeps:
The race thing is nice but it might take forever to calculate. I'd say you should do that stuff in private sort of rather than typing it all up in a notepad do it as you go using a calculator or something. Each creep being a hero is sort of weird. Do they level if they kill your hero/summons?
07-22-2009, 06:35 PM#11
~Void~
You should make creatures act differently based on how you approach them. As in, if you constantly use the same strategy over and over, they will start acting differently.
07-22-2009, 07:42 PM#12
Ignitedstar
Quote:
Originally Posted by un_known
Very interesting Star.

Love the idea and love how it looks.

How many players will this be... (Couldn't find that.)
How large is the map, terrain how will that look, Will it be teamed or not, ect..

The basic layout is fabulous a bit long of a read but I love the idea only just a few things you mgiht want to clarify.
Oh, yeah. I forgot to list the number of players. The maximum amount of players is five.

Uh... I think the map size is epic, but I don't think I even need it all. As in matter of fact I remember shrinking the map size. Er, what are the few things that need to be explained?

Quote:
Originally Posted by Switch33
Interesting project. . . Here's my thoughts:
About the Map:
Is it an rpg? Is it an Aos? You've never really told us i don't think. At least it's too lengthy for me to search. I read most of it though which is better than most can say.
Thanks for all of the questions and comments. Yes, it is a semi-ORPG... I think...

Quote:
Originally Posted by Switch33
About the Heroes:
This seems maybe too confusing for people? Anyways this whole thing will be extremely confusing unless you have some seriously very graphic and good way to deal with spells. Spellbooks would work ok but i think it would be especially rediculous for the Magus character to search through a spellbook to get certain spells to get certain affinities up like fire, water etc.

If you want to combine different types of hero classes why not combine them by making classes interchangeable? As you level to a certain level like 8 or so you pick your second class to become what you want to become. Good examples of this are Neverwinternights and Titan Quest. Though the class stuff and very specific heroes gets away from raw good hack&slash(ex. diablo 2 for example) games or arcade game(ex. crash bandicoot:spinning rocks into people owns xD ) simple moves which makes most games playable over and over.
Dealing with spells is easy because I made them use hotkeys that are more user-friendly because there are so many spells. They're put in the order you learn them in: Q, W, E, R, A, S, D, F, Z, X, and C if they learn that many spells.

Quote:
Originally Posted by Switch33
This monk skill is by far the most foreboding skill i've ever heard of. Sacrificing 2000 life is rediculous! Especially when you don't know how much life heroes will have when they even get that skill. I'd say use somewhat lower numbers for this skill at least and for the most part the numbers will also come more into play when the map is actually testable and you can see real gameplay. And sacrificing life doesn't seem like a monk skill to me. Maybe just me though.
Oh, yeah. As far as I know, it's outdated. Life Giver was like that, too.

Quote:
Originally Posted by Switch33
About Hero Stats:
What's this about? You kill a monster and you regenerate mana faster out of combat? That's nice and all but can you regenerate mana at all in combat? If not thats probably not gonna be good. But regenerating mana out of combat is a great idea since it gives it more of an rpg appeal. It's like using mana regeneration for a healing salve(only non-combat consumeable).
There is no health regeneration, but there is mana regeneration. I know that I wrote that down when I was posting the stats of all of the heroes... Anyhow, health and mana regeneration work after a battle is won. It's proportional to the maximum health and mana of the hero. For example, let's say your hero has 100 strength and 2000 health and since they recover .02% of their health per strength, they get 2% of 2000, being 40 health per battle. Haha, it's not a lot- actually it's kind of crappy, but the real majority of health and mana regeneration come form certain items. If that's something someone will worry about, they would find items that give them those things. The items that do give them aren't minuscule, because those items compete with others that can be used.

Quote:
Originally Posted by Switch33
About Ailments:
I like your ideas of status ailments. It's not a relatively new idea persay but it's good nevertheless and it's pretty new for wc3. I'd only change that some of them are pretty out there like Galaxia which is pretty pertaining to the game rather than an "ailment" or sickness.
Huh? It wasn't meant to be new; I just wanted something different. Should I really care about a minor detail? Sure, Galaxia isn't something you can be physically affected by, but it is a condition.

Quote:
Originally Posted by Switch33
About Creeps:
The race thing is nice but it might take forever to calculate. I'd say you should do that stuff in private sort of rather than typing it all up in a notepad do it as you go using a calculator or something. Each creep being a hero is sort of weird. Do they level if they kill your hero/summons?
Hmm... It did take awhile at first, but I've gotten faster at the whole thing. I do, do it in private, and of course I'd be using a calculator when I'm dealing with decimals. And, as in almost every other game that has enemies that has the same stats as usable characters, they do not level up. It wouldn't work, because there's no formula for base health or base armor or base attack damage. The reason why I put all of the information in a notepad is because I wanted to keep it in some kind of order.

Quote:
Originally Posted by ~Void~
You should make creatures act differently based on how you approach them. As in, if you constantly use the same strategy over and over, they will start acting differently.
I would do that if I had more experience in AI-making. Making it anymore dynamic than it has to be is something that I'll be worried about, later.

Huh, some of you guys make this all sound like I haven't started working on this, yet.
07-23-2009, 12:52 AM#13
un_known
Star do not make a hotkey A or S

A is the attack key and will forward you to attack instead of the spell.

S is the Stop hotkey.

The explaining would be the layout of the map and just being more consisce in some places like the little details about choosing heroes, the exact role they play, how the matrix of the group should work and also the layout of how the terrain will look.
07-23-2009, 07:16 AM#14
Ignitedstar
Spells are put within spell books, there is absolutely no need to worry about A or S. You don't think I didn't know that...?

I will try to answer all of those questions without spilling too much, later today (it's past midnight).
07-24-2009, 12:30 AM#15
Rising_Dusk
Ignited asked that I close this fir undisclosed reasons, so I'm going to honor his request. If you have further comments, direct them to him via PM.