Alright, a few people know I've been working on a battle system for a game. So I'm figuring I'd do this in steps and hopefully have the community help me out.
Here are the basics of the battle system:
*Customizable Materia-like Command Menus
*Secondary MP Meter that applies to all actions (including the basic Attack, Defend, and Item commands) (Action Cost)
*RTAB-like game play
Here's the road map I've got drawn up to script this that I wanna focus each part into. Starting with applying these methods to the default battle system, the steps shall be:
1. Implimenting the new Action Cost stat for player characters ONLY (enemies are not limited by this stat and therefore do not need it).
-1a. Setting up an algorithm to determine how this stat is calculated.
-1b. Making the stat visible with HP/MP
-1c. Setting up the basic ability cost structure (From individual spells to the standard Attack/Defend/Item commands)
-1d. Adding the Standby Option to the standard DBS command selection (pretty much a character passes at a CT cost)
2. Setting up the Materia-like System that allows one to equip skills instead of items.
-2a. Adding Equipment Menu for said "Materia"
-2b. Making these "Materia" appear within the character's Technique Menu in battle.
-2c. A method of limiting the number of skills that can be equipped at a time.
-2d. A method of expanding upon the above stated limit.
-2e. Making sure this all works with Part 1
3. Tweaking the Action Cost stat and implementing RTAB-like game play.
-3a. Deciding on how to determine rate at which the Action Cost meter replenishes.
-3b. Setting up so that a player can only act when the Action Cost meter is full.
4. Combo Attack setup
-4a. Setup a part of the Battle Phase in which the player selects a series of skills that are executed in sequence in place of single abilities.
-4b. Make sure this system can check all costs of said combo attacks so that no impossible combos occur.
5. Player Influence on the system
-5a. Implement a way for states and equipped items to increase or decrease the maximum value of a character's Action Cost meter.
-5b. Implement a way for states and equipped items to slow down or speed up the regeneration of a character's Action Cost meter.
6. Finalizing
-6a. Adjust for compatibility with BlizzAddons
-6b. Adjust for compatibility with the Advanced Chaos Rage Limit System.
-6c. Make sure this all works with Minkoff's Animated Battlers or a comparable system.
Whoever would like to help guide me towards what to do to make all this possible, that would be great. Anyone looking to assist can post whatever part of the script they are undertaking and how to implement it here. I want to have this shit ready already.
I don't expect someone to just make all this for me (if someone would like to that'd be great), just looking for those interested in helping me out.
Also...this is for a major project of mine so please don't hijack this system and call it your idea. Atleast have the manhood to credit me on the concept.
If you would like to provide further assistance or work with me in real time on this, contact me at either of the following. Please be advised that anyone who decides to spam me through any of these addresses with anything that annoys me will be warned, followed by possibly discipline here on the forums.
AIM - GuardianAngelX72 (always on)
MSN -
GuardianAngel72@hotmail.com (may not be online)