Ok, why is it that no matter where I look, the only thing RMXP-users seem to remember from final fantasy 9 is the AP system (Equipment Skills) :<_<:?
Seriously, there were other cool things in ff9, people!
Here's my request:
A script for the FF9 crystal/magic stone system.
Basically, in addition to command abilities (skills like Cure, Fire, Climhazzard) the characters of FF9 had access to 'equipable' abilities like Cover, Counter, Auto-Regen etc. To use these, a character had to use crystals (or magic stones or whatever you want to call them) to 'equip' the abilites.
Each character had a set amount of crystals and gained more of them when they leveled up. Then each ability had a set amount of crystals that the character had to have to equip that ability (if the 'cost' was 4, the character had to use 4 crystals to equip the ability).
Anyone who has played FF9 will recognize this system.
So basically, I'd like each character to have a set amount of AP (which increases every few levels), and then they would learn various abilities (such as Counter), and to equip them you need to use the AP. However, unlike FF9, I only want each ability to require 1 AP to equip.
Tanks in advance!
EDIT:
Thanks to Aqua for finding this for me (along with pointing out other stuff for me):
http://forum.chaos-project.com/index.php/topic,5125.0.html
Unfortunately, this doesn't include even half the abilities I need.
Ok, here's a list of all the abilities I currently intend to have in the game (although I haven't yet decided on all abilities - some characters haven't been assigned any abilities at all):
Sun (main charcater, who's class changes frequently throughout the story and his greatest strenght is his variety - he can be a warrior, defender, mage or healer... the player can select 2 commands to give him, and the selection increases with each new class)
He learns abilities by collecting special key items called 'Shards', and he gains about 1/2 of his AP through story - the rest is gained by level.
If you max out Sun's level, complete all his optional quests and defeat the toughest boss in the game (kinda like my answer to the Omega Weapon), Sun will have enough AP to equip all abilities.
Sun (and yes he's a guy - named after the glowing orb in the sky :) for reasons explained in the game's story) learns the following abilities:
First Aid If Sun receives a blow that deals more damage than half his max HP, there is a 50% chance he'll regain 50% of the HP he lost (assuming he survived the attack).
Second Wind Once per battle, If Sun is KO'd there's a 50% chance he'll be auto-revived with 1 HP.
NOTE: the check wether this activates or not is performed every time this happens, but he only REVIVES in this way once per battle.
Mystical Shield Increases resistance to negative status effects by 25%.
Finishing Touch If an enemy that has survived for 5 or more turns is down to 5% or less HP, Sun has a 50% chance of auto-killing that enemy. This counts as a Miracle Drive.*
*Miracle Drives are like FF6 depseration attacks, except applied to all command skills (like Magic, Steal, etc) other than the basic ones like Item and Attack.
Second Chance Once per battle, if Sun is down to 25% HP or less and takes a hit that would normally KO him, he has a 25% chance to survive with 1 HP.
NOTE: the 'once per battle' part is the same deal as with Second Wind.
Miracle Boost Increases the chance of Sun performing a Miracle Drive (excluding Finishing Touch) by 10%. The chance increases to 15% if you equip 'Power Up'.
Mana Spring If Sun performs an MP-consuming ability, he has a 10% chance of regaining the paid MP. The chance increases to 20% if you equip 'Power Up'.
Raging Might Sun's ATK increases by the % difference between his current and max HP.
NOTE: So if Sun loses 30% of his HP, his ATK increases by 30%.
Calm Defense Sun's DEF increases by the % of HP he has left.
NOTE: So if Sun has 80% of his HP left, his DEF increases by 80%.
Focused Mind Sun's MAG increases by the % difference between his current and max MP.
NOTE: same deal as Raging Might, except with MP.
Rushing Tempo Sun's SPD (speed) increases by the % of MP he has left.
NOTE: same deal as Calm Defense, except with MP.
Light Plus Increases the power of all 'Light' spells by 20% (40% if you equip 'Power Up').
NOTE: 'Light' is a type of magic - it is a command that allows for healing, defense and holy-elemental attacks, as well as anti-undead attacks.
Spirit Plus Increases the ATK bonus of 'Spirit' spells by 20% (40% if you equip 'Power Up').
NOTE: 'Spirit' is a command that's basically the same as 'Sword Magic' from FF5. Adds an element to attacks and raises ATK by 50% (or more if you equip this).
Miracle Plus Increases the power of Sun's Miracle Drives (exluding Finishing Touch) by 15% (30% if you equip 'Power Up').
NOTE: see 'Finishing Touch'.
Fury Plus Increases the power of Sun's Fury Drives* by 15% (30% if you equip 'Power Up').
*Fury Drives are like Limit Breaks from FF8 - they become avalable if your HP is critical, and to use them, select the 'Drive' command, which replaces 'Attack'.
Power Up Increases the chance of activating First Aid, Second Wind, Mystical Shield, Finishing Touch and Second Chance by 50%.
Hazel (the party mage, though she can deal decent damage with her attacks and also knows Brawl, which is a set of attacks that inflict status effects).
Being proficient in both magic and martial arts, her official class is Battle Mage, but she can later choose to specialize in either magic or fighting by becoming an Archmage or a Brawler.
She learns abilites by using her commands (for example, 'Fire Plus' is learned by using 'Fire' a lot) and by leveling, and all her AP is aquired through leveling.
If you max out her level, she will have enough AP to equip about half her abilities (as a Battle Mage - if she chooses to be an Archmage or a Brawler, many of her abilities become unavailable, so for those classes, she can equip about 3/4 of available abilities)
Hazel learns the following abilities:
Fire Plus Increases the power of Fire spells by 50%.
Water Plus Increases the power of Water spells by 50%.
Thunder Plus Increases the power of Thunder spells by 50%.
Ice Plus Increases the power of Ice spells by 50%.
Wind Plus Increases the power of Wind spells by 50%.
Earth Plus Increases the power of Earth spells by 50%.
Counter Attack When Hazel is hit with a physical attack, she has a 25% chance to counterattack.
Counter Magic When Hazel is hit with a magical attack, and if she knows a spell of that element, she has a 25% chance to counterattack with the same element (no MP is used for this).
Shield Magic After Hazel uses a Magic skill, she becomes immune to magical attacks of the element of that spell until she is KO'd or she uses another spell.
Magic Rage After being hit with an elemental attack, all her spells of that element (assuming she has a spell of that element) have a 10% more chance of using Miracle Drives.
NOTE: See 'Finishing Touch' above.
MP Boost Raises the MP cost of Magic skills by 25% but also increases the power of those spells by 25%.
Omnipotence Reduces the level of elemental resistance for all enemies - Absorbtion becomes Immunity, Immunity becomes Resistance (50% damage) and Resistance becomes Normal (100% damage).
Non-Elemental Hazel's Magic skills (and their Miracle Drives) become non-elemental.
Status Boost Increases the chance of Brawl skills inflicting status effects by 20%.
Half MP Halves the base MP cost of all skills.
NOTE: The increase of MP cost by MP Boost is still the same - you can't cheat this system, sorry.
Critical Plus Increases the chance of getting critical hits with attacks by 20%.
Resistance Increases resistance to negative status effects by 30%.
Brawl Plus Increases the power of all Brawl skills by 50%.
Copycat When any magical skill is used on Hazel, there's a 10% chance of Hazel using the same skill. If it was an offensive/negative skill, it hits a random enemy. If it was a positive skill, it hits a random ally.
Auto-Siphon When Hazel's MP becomes too low to perfom any Magic skill, she has a 30% chance of performing Siphon* on a random enemy automatically.
*Siphon is a command that is only useable if Hazel is an Archmage - it drains MP from the target and adds it to Hazel's MP.
MP Strike Each time Hazel uses the Attack command, if the attack hits, the damage is increased by 25%, but Hazel loses 5% of her max MP. If Hazel's MP is 0, this effect is cancelled.
Alert Reduces the chance of a back attack by 50%.
Initiative Doubles the chance of a pre-emptive attack.
Millionaire Doubles any money gained at the end of battle.
NOTE: I may still move this ability to the thief.
Persistence If Hazel's MP becomes 0, the MP cost of all Brawl skills becomes 0, but the power and effectiveness of those skills is halved.
Absorb MP When an MP-spending skill is used on Hazel, she has a 30% chance of gaining MP equal to the MP cost of that skill.
Stray (sharpshooter and summoner - can use Shot and Eidolon. Shot hits an enemy for damage and effects based on the ammo used, and the power increases based on the gun equipped. Attacks do not use guns - he attacks bare-handed)
He learns only a few abilities by leveling himself. The rest are learned by leveling his Eidolons (summons). He gains 1 AP for each Eidolon he aqcuires and 1 AP for maxing an Eidolon's level. His remaining AP is gained through leveling.
If you obtain all Eidolons and max out Stray's and the Eidolons' levels, Stray will have obtained all his abilities but only enough AP to equip about 1/3 of them.
I still don't know all of Stray's abilities - he has 3 abilities of his own and he should have 5 for each Eidolon, but I haven't nailed down all the Eidolon abilities.
Stray learns the following abilities:
Minotaur Plus increases the power and effectiveness of Minotaur's skills and attacks by 50%.
Earth Ward Increases resistance to Clay and Gravity (earth-based status effects) by 50%.
Auto-Terra start all battles with Terra status active. (Terra is a positive earth-based effect that doubles DEF).
Maximum Fury raises the power of all Eidolon Fury Drives by 25%.
NOTE: Eidolon Fury Drives are just Fury Drives used by Stray that use the Edolons to attack - only his initial Fury Drive is a non-Eidolon Fury Drive.
?????? I haven't decided on Minotaur's final ability.
Phoenix Plus increases the power and effectiveness of Phoenix's skills and attacks by 50%.
Auto-Blaze start all battles with Blaze status active. (Blaze is a positive fire-based effect that doubles ATK).
Fire Ward increases resistance to Burn and Temper (fire-based status effects) by 50%.
Auto-Phoenix start all battles with Phoenix status active.
NOTE: Phoenix status is basically auto-life. The only other way to gain this status is through one of Phoenix's skills. Unlike Second Wind, this works 100%, but can be removed by certain enemy spells.
Final Phoenix Once per battle, when all party members are KO'd, there's a 20% chance of this activating. If it does, all party members are revived with full HP & MP, but Phoenix becomes unavailable for the rest of the battle.
Quetzalcoatl Plus increases the power and effectiveness of Quetzalcoatl's skills and attacks by 50%.
Wind Ward Increases resistance to Pressure and Vacuum (wind-based status effects) by 50%.
Thunder Ward Increases resistance to Shock and Static (thunder-based status effects) by 50%.
Auto-Flutter start all battles with Flutter status active. (Flutter is a positive wind-based effect that doubles SPD (speed)).
?????? I haven't decided on Quetzalcoatl's final ability yet.
Siren Plus increases the power and effectiveness of Siren's skills and attacks by 50%.
Water Ward increases resistance to Fog and Acid (water-based status effects) by 50%.
Ice Ward increases resistance to Freeze and Cold (ice-based status effects) by 50%.
Auto-Surge start all battles with Surge status active (Surge is a positive water-based effect that doubles MAG).
??????? I haven't decided... you know, if you've been reading the whole list, you already know what I'm going to say here...
Carunet Plus increases the power and effectiveness of Carunet's skills and attacks by 50%.
Element Guard increases resistance to fire, water, earth, wind, ice and thunder attacks by 25%.
Phantasm Boost all experience gained by Eidolons is doubled.
Experience Boost all experience gained by the party is increased by 50%.
?????? ....you aught to know the drill by now.
Belial Plus increases the power and effectiveness of Belial's attacks and skills by 50%.
Frightening Aura prevents random encounters.
Dark Ward increases resistance to Curse and Doom (dark-based status effects) by 50%.
Auto-Ghost start all battles with Ghost status active (Ghost is a positive Dark-based effect that halves resistance to magic, but makes you immune to physical attacks).
Reaper's Scythe improves the effectiveness of 'Death's Embrace' (one of Belial's skills) by 25% and adds death to all of Belial's other skills.
Shot Plus increases the power and effectiveness of Shot by 25%.
Sniper Sight Increases the critical rate of Shot by 25% and ensures that Shot NEVER misses.
Nine Lives increases EVA (evasion) by 30%.
there are some characters whom I have not given any abilities yet, and I only have a vague idea of the abilities of the following characters:
paladin okay, i haven't named her yet (actually, she's between names at the moment because I decided her last name didn't suit her) but she will have at least Cover and some other defense-based abilities.
hunter her name is either Lily or Lilian (i can't decide which) and her battle commands are aim (she uses a bow) and earth (like FF5 geomancer) so she'll have something to improve those.
also, she has all the 'slayer' abilites (like Man Eater, Beast Killer etc).
thief again another character between names. he would have stuff like mug and master thief... stuff like that.
and then there are Reno the berserker (who also carries traits of a dark knight), Thor the dwarf (he's like a combination of a monk and a samurai and has skills like Eject) and Melody the entertainer (based on the FFX2 songstress, SHE IS NOT A LOUSY BARD!)
okay, I think you get the idea... and I have no idea how to create all those abilities (I knew how do do some of this stuff with Rm2k3, but some of it would only have been possible with a CBS and if I had to go custom, I might as well go with XP).
err.... I just made myself look like an insufferable whiner who complains about everything, didn't I? Well, the fact is, I want my game to be perfect, and since I don't have the skills to do this myself... help?
http://forum.chaos-project.com/index.php?topic=105.0
Look at EQUAP Skills add-on... Lol
http://forum.chaos-project.com/index.php?topic=4629.0
Or maybe even try that
Quote from: Elite Four Aqua on March 20, 2010, 12:42:30 am
http://forum.chaos-project.com/index.php?topic=105.0
Look at EQUAP Skills add-on... Lol
http://forum.chaos-project.com/index.php?topic=4629.0
Or maybe even try that
I'm pretty sure that he is aware of those since he didn't request one; he requested this Magic Rock system, that you can create passive abilities with (such as the mentioned Auto-Regen, Counter Attack and Cover) without them being in the skill list. This also includes that the skill's passive ability can be turned on and off by the use of Mana (not HP, MP, EXP or AP but a value that you get while leveling up), and when you turn it off again you get your mana "back".
He's requesting a more advanced version of passive skills. It can be created and then after that it could be easily used with my Skill Equipment system or Blizzard's Equap Skills.
http://forum.chaos-project.com/index.php?topic=5125.0
Tada... there are some Passive skills there...
And isn't there some passive skill thing in Tons?
Quote from: Elite Four Aqua on March 20, 2010, 10:06:24 am
And isn't there some passive skill thing in Tons?
Only for extra exp and gold gain.