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Custom Battle System

Okay I?ve never made a request before so if I did something wrong just tell me. If you think that there is something in the request that I should expand on then notify me ASAP. I know that the chances of my request being accepted by anyone are pretty slim but I figured that I should try anyway.

Basics

This battle system in essence is just a tactical battle system. However, this is a battle system that a spent a couple of days planning to make every single aspect as perfect as possible and for gameplay to flow as smoothly and fluidly as the best battlesystem in the world.

I originally planned this battle system for an isometric grid but when I thought of RPG Maker XP?s abilities I didn?t know if that was possible. For those who don?t know what an isometric view is I drew a picture.
http://i117.photobucket.com/albums/o71/ ... icgrid.png[/IMG]

So, I decided to go with the old fashioned grid.

http://i117.photobucket.com/albums/o71/ ... alGrid.png[/IMG]

The game plays out like your classic tactical battle system with a few adjustments.

The command menu is as shown.
http://i117.photobucket.com/albums/o71/ ... i/Menu.png[/IMG]
http://i117.photobucket.com/albums/o71/Baku-Aoki/Lifebardisection.png[/IMG]
I shall proceed to dissect the lifebar first.

1- Face Portrait:
Okay the face portrait has 6 transitions.
When Attacking, the portrait changes to face_attack.
When receiving an attack, the portrait changes to face_defend.
When countering successfully, the portrait changes to face_counter.
If the battle has been won then the face changes to face_win.
If the battle has been lost then the portrait changes to face_lose.
When having the ability to "release" the portrait changes to face_release.

2- CP(Combo Points)
This is the amount of combo points the player has remaining and the total number of combo points(More on combos later)

3- KDP(Knock and Dash Points)
This is the amount of Knock and Dash points the player has remaining and the total number of Knock and Dash points(More on these later)

4- SP (Special Points)
Special points are used for special attacks. The bar is represented as a Blue Gradient bar when full, a Yellow gradient bar when at the ? mark and a red gradient bar when at the 1/8 mark.

5- HP (Health Points)
Health Points represent the amount of health that the player has. The bar is represented as a Blue Gradient bar when full, a Yellow gradient bar when at the ? mark and a red gradient bar when at the 1/8 mark. When the health bar is depleted then the player becomes incapacitated and cannot do anything until recovered.


Now for the Breakdown of the Command Menu.

Movement
This allows the player to move along the battle field. Many players have different movement patterns. These patterns are determined by their class. The movement of the classes would I guess be determined within an editable portion of the script.
http://i117.photobucket.com/albums/o71/ ... xample.png[/IMG]http://i117.photobucket.com/albums/o71/Baku-Aoki/Move2Example.png[/IMG]http://i117.photobucket.com/albums/o71/Baku-Aoki/Move3Example.png[/IMG]http://i117.photobucket.com/albums/o71/Baku-Aoki/Move4Example.png[/IMG]

Action

Okay this part is very detailed and might take some time to describe.
http://i117.photobucket.com/albums/o71/ ... Action.png[/IMG]
Close Range :
Very self explanatory. A menu pops out after Close Range is selected which contains the Normal and Knock-Back commands. When selecting Normal you get another pop out menu listing attacks which are attacks that hit within 2 squares of the player using the attack.
Selecting Knock-Back gives a list of normal attacks that have knock-back characteristics assigned to them. Normal attacks that have not been assigned knock back characteristics will be greyed out or just not appear there at all. Some attacks expand upon impact and cause damage to close by enemies after the attack has hit.
http://i117.photobucket.com/albums/o71/ ... tEnemy.png[/IMG]http://i117.photobucket.com/albums/o71/Baku-Aoki/TargetEnemyExplode.png[/IMG]
Knock Back attacks are special in that they use KDP and have a special factor in them. Enemies are assigned Weight classes. These weight classes vary from Feather to Light to Medium to Heavy to Super Heavy. Knock Back attacks do what it says. They knock the opponent back a certain amount of spaces depending on the weight class. Feather classes fly back as far as possible while Super Heavy weight classes cannot be moved. If the opponent hits an unpassable tile then extra damage is done.


Long Range :
Long Range attack are divided into two categories. They are Normal and Dash Attacks.
Normal attacks hit at least 3 spaces in any direction. Some attacks actually push the user backwards a space or two. Imagine a shotgun. It has a recoil effect so it would have a recoil effect in battle also.
http://i117.photobucket.com/albums/o71/ ... xample.png[/IMG]
Dash Attacks :
Dash Attacks also use KDP. Dash attacks are weak moves but great for trying to conserve HP. Dash attacks are special. Even though they are listed under long range, they use normal close range attacks which have been assigned Dash characteristics.
Now for the breakdown of dash attacks.
Dash attacks have the range of most long range attacks. However, they dash to the opponent and use a close range attack, after the attack however, you can either choose to retreat back to your starting position or flip over your opponent and have a chance to combo.

Special:
Not much to say here. These moves use SP points. There are all types of moves in the special category with all types of special effects.

Release :
This is basically a limit break ability. If the player attacks a certain number of times then the player?s face portrait will change to face_Release.
The Release ability will only work however if the player has a certain has an esper equipped via Lobosque?s Esper script. A release might do a variety of things such as affecting the whole battlefield or summoning an ally to aid you in battle. If the whole compatability thing with Lobosque?s script is out of the question then they just have to have a specific accessory equipped.

Battle Specifics

Now I?ll take some time to define certain battle mechanics I have mentioned.

Command Input
Certain Skills require button input. There are 2 types of button inputs. The first type is the standard press all direction buttons shown on screen before time runs out. If the player fails to input all directions then the attack won?t do max damage. If the player presses an incorrect button then the attack misses. Directions flash on screen one at a time and do not leave the screen until they are pressed or time runs out.
The second type requires that you hold down a direction and release in the green zone. If the button is released in the yellow zone, the player will only do half damage. If released in the red zone then the attack will miss completely.
http://i117.photobucket.com/albums/o71/ ... ionBar.png[/IMG]

Both types of command inputs vary in time and length of input depending on the level of the skill.

Combo System
As the player levels up, he gains CP. When an attack hits perfectly, A Direction button will flash on screen. The length of the button on screen depends on the level of the skill being used. A combo can continue until the player misses a direction cancels the combo or runs out of CP.

Retaliation System
When the player is attacked and has Combo points, the second type of command input appears. The stronger the opponents attack, the faster the direction will move across the bar and the shorter the time the bar will last. If the bar lands in the yellow, the opponents attack will only do half of the damage.


And that covers the action command.




Items
Okay, there can only be a combination of two things a turn. A player can move and attack. Move and use an item or attack and use an item. There isn?t much to elaborate on in this subject.



Pass
This ends the players turn. Not much here to elaborate on.


Escape
This starts a mini-game in which you have to mash the direction button that appears on screen until a bar is filled up.


Enemies
The enemy?s status is shown in the same manner as the players. Enemies have weight classes and 5 different types of A.I.

Quick Striker- Gets to the opponent as quickly as possible. Uses many dash attacks and Knock Back attacks.

Brawler ? Stays near the opponent at all times. Almost never uses dash and knock back attacks.

Long-Range ? Keeps a safe distance from the opponent. Occasionally uses dash attacks.

Giant ? Usually the slow, large, powerful enemies that aren?t too smart and don?t really stick to a strategy.

Balanced ? Uses a mixture of all types of attacks. Keeps to a steady strategy.


Sprites
In this battle system, nearly everything is animated. When inactive, all actors are in the breathing state unless they have low HP at which point inactive actors would be in the dying animation. Each attack has its own animation. Each Item that can be used in battle has its own animation. Also, if at all possible, can projectiles actually travel across the screen.


I realize that this request is probably not going to be accepted by anyone but hey, at least I tried.

http://i117.photobucket.com/albums/o71/ ... TArrow.png[/IMG]
http://i117.photobucket.com/albums/o71/ ... PArrow.png[/IMG]
http://i117.photobucket.com/albums/o71/ ... TArrow.png[/IMG]
http://i117.photobucket.com/albums/o71/ ... NArrow.png[/IMG]
http://i117.photobucket.com/albums/o71/ ... tArrow.png[/IMG]http://i117.photobucket.com/albums/o71/Baku-Aoki/SmallRightArrow.png[/IMG]http://i117.photobucket.com/albums/o71/Baku-Aoki/SmallUpArrow.png[/IMG]http://i117.photobucket.com/albums/o71/Baku-Aoki/SmallDownArrow.png[/IMG]

Compatability

Script has to be compatible with Loboaque's Esper script http://www.rmxp.org/forums/showthread.php?t=11111&highlight=esper
 

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