[xp] CBA (custom battle addon) ADDITIONS(combo system)

Started by Xero Shifter, February 11, 2009, 07:01:45 pm

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Xero Shifter

February 11, 2009, 07:01:45 pm Last Edit: February 11, 2009, 07:31:42 pm by Xero Shifter
Alright for any of you that have played Legend Of Dragoon you already know about the additon system, for those of you who haven't I will have to explain cause it is this system that I desire.

In battle, upon proforming a normal attack, you have the oportunity to perform what is essentially a combo.
The way you do this is pretty simple, once you hit the attack button, a circle (or in the case of Legend Of Dragoon, a square) appears on the screen. The objective is to hit the attack button at the same time as another circle from outside the screen starts closing in and then meets with the smaller stationary circle. If you perform it right, you either do the attack, or depending on which combo you have selected have the oportunity to do it again. Every time you sucessfully perform this action, the next circle gets harder to do, and a small ammount of sp (spirit power, or in the case i will be using it, soul rage) is added. If you fail to hit the button at the right time, the attack stops at what it has currently done, doing only slightly more than normal damage. The alternative is that you suceed every time until a set number has been preformed and then you finish the attack with a lot of extra damage and a huge boost in sc (or Sour rage in my case.) Also ocassionally an enemy would take the oportunity to try to counter, when they do, the circle switches to red, and you must press the secondary button instead of primary to continue with the combo, otherwise they counter and basic attack you for dmg.

If possible I would absoloutly LOVE this system. Now I have posted a link to a youtube video bellow that demonstraits the system. However, it has extra spiffy stuff like cool animations and stuff for the attack (not neccissary, its only more work for me to do those animations.) And of course the game is in 3d, not 2d like i will be making mine.

A few more notes about the system:
-Combo's or rather Additions will be attatched to weapons, or armor, so switching them would just mean switching weapon or armor (unless its easier for you to just add a small menu option that allows you to switch which addition you are using (menu would only be available outside of battle.)
- It need to be compatable with the stormtronics menu system.
- This is only for basic attacks NOT magic ones.
- I would need to be able to make up new combos (this means setting how many times, how fast each time, dmg per addtional strike, and sp for each strike.
- Different classes would have different addition skills.

I really hope this isn't too much, though it does seem rather complicated to me, I'm not a scripter so I dont know. This would just be added on to the soulrage system and default battle system (DBS) that comes with rpg maker.

LINK TO VIDEO
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Aqua

"Basic combat" as in...
the Default Battle System? (DBS)

Xero Shifter

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Xero Shifter

Can someone please at least look at this and tell me the kind of difficulty involved...
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Tazero

I love that game If this getas thru may i use the script for one of my games?
Sorry i can't be of much help


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Calintz

hmm...
I don't think this would be hard at all for a scripter.

In fact, I think this is possible with events O.o

Xero Shifter

hmm.... I guess I could see what you mean with the events, but there are a couple things i cant figure out how to do.

I get that it would be a common/global event, but im not sure how to make it call on the event to start every time a basic attack is used. Secondly, the sp/mp adding, stopping the event if the player misses, the exact way to set up the timing mechanism ( if i knew that i could make the animation go with it,) how you would work out countering, that kind of stuff, ill give you a better idea of what would happen i guess.

Command was imput
Was command Basic attack?: No = end function Yes = Continue
Command was basic attack, play animation X + start timer
Wait for new imput...
Was imput given between timer time a and timer time b?
No = End function Yes = Continue function
Add X sp
Is next attack a counter? Yes = change to animation y No = Continue with function
play animation X + start timer
Wait for new imput...
Was imput given between timer time a and timer time b?
No = was attack counter? (yes = Effect b, end function)(No = end function) Yes = Continue function
Add X sp
Is next attack a counter? Yes = change to animation y No = Continue with function
play animation X + start timer
Wait for new imput...
Was imput given between timer time a and timer time b?
No = was attack counter? (yes = Effect b, end function)(No = end function) Yes = Continue function
Add X sp
(until function ends or function has force end by function length limit)

sorry not good at this.... i hope you understand
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