Passive Skills Upgrade please ?

Started by Xelias, August 29, 2009, 02:25:17 am

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Xelias

August 29, 2009, 02:25:17 am Last Edit: August 29, 2009, 08:34:41 am by Xelias
I think that would be a nice addition to Blizz-ABS...
Compatibility : Blizz-ABS, Full Reflection System, RO Class Changes and Tons of Add-Ons.

If you know Kingdom Hearts II's Ability System, it's just like that ! If you don't...

Description : While leveling up, you gain passive skills. They have an Ability Point (AP) Cost. While leveling up, you also gain AP. Then you will have a special option menu that will allow you to activate the passive skills at the cost of some AP

Exemple
Skill A : 2 AP
Skill B : 3 AP
You have 3 AP.

You activate Skill A
Skill A : 2 AP
Skill B = 3 AP
You have 1 AP

You can also desactivate Skill A to take your AP back.
Skill A : 2 AP
Skill B : 3 AP
You have 3 AP.

Now the hard part...
I want 31 (!!!) special effects listed below as passive skills. They will be indicated as "Name (AP Cost) : Description". The names will be in french. Just write them like that.

Spoiler: ShowHide
Booster Soin (3) : Increase the power of healing spells cast by the user.
SOS Booster Exp (2) : Double the obtained Exp when in critical life (25% and less)
Turbo MP (2) : Double the power of spells cast by the user but also their SP cost.
Booster Objets (1) : Increase the power of items used by the user.
Demi MP (4) : Halve the user's SP cost.
SOS 1 MP (3) : Reduce the user's SP cost to 1 when in critical life.
Booster Projectile (4) : Increase the range of spells cast by the user.
SOS Defense (1) : Double the user's Defense when in critical life.
Vaillance (3) : 1/10 of the HP lost by the user is converted into SP
SOS Attaque (2) : Double the user's Attack when in critical life.
Concentration (4) : Progressively (and slowly) restores SP to the user
Pharmacologie (3) : Double all healings used on the user.
Ruban (5) : Halves the possibility of being hit by status effects (except unblockable ones)
Miroir (5) : The opponent looses 1/50 of his max HP when attacking the user
Perfection (3) : Doubles Attack when the user has MaxHP
Assurance (3) : Doubles Intelligence when the user has MaxHP
Derniere Chance (4) : If the user has more than 1 HP and he is supposed to die because of an enemy attack, his HP becomes 1.
Securite (3) : The user is immune to trap effects.
Jackpot (4) : Increases received money by 1,5 (Cumulable)
Percee (3) : Ignores Full Reflection
Booster Feu (2) : Increase the user's Fire Spells' power
Booster Glace (3) : Increase the user's Ice Spells' power
Booster Foudre (4) : Increase the user's Thunder Spells' power.
Sprint (3) Increase all speeds (Sneak, Walk, Run) by 1
Booster Mana (3) : Absorb 1/10 of the damage inflected by the user as SP.
Invincible (3) : The user's states cannot be lowered
Coup Critique (5) : The user has ???% chances to kill 1 ennemy with a standard weapon hit.
Chance (2) : Doubles the items obtained by killing enemies.
Vampire (3) : Increases the user's Absorb Spells' power.
Paradoxe (4) : Instant Death Spells fully heal the user.
Combattant (2) : Allows to fight barehanded (using STR instead of ATK)


I'm not a scripter but I think it would be like that for easier configuration :

INVINCIBLE_STATUS_IDS = [...] #For status lowering stats.

FIRE_ELEMENT_ID = ? #For Fire Spells

HEALING_ITEM_ELEMENT_ID = ? #Healing items will be tagged with this element.

#Coup Critique : When ENEMY_ID then return CHANCES_OF_DYING_%.
When 1 then return 0
When 2 then return 50
...

EDIT : I forgot... All classes must learn different passive abilities at different rates...


My sprites
Kuja Tales of the World style :