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Custom Energy Points (EP)

I requested this once, but I've come up with a better idea than before (in my opinion).   Energy points are a custom stat, that allow various abilities in battle.  Here is the process of EP:

     - Everyone has their own EP and EP rates.
     - Their EP rate and max EP increase with level in various increments (based on actor id and class id).
     - EP is gained every turn in battle to use for commands.
     - Each command costs a certain amount of EP.
                               Ex.  Attack 4
                                     Defend 3
                                     Item    6
     - The skill command itself doesn't cost EP, but each individual skill costs EP (or doesn't if chosen not to).  This way, some skills that are stronger than others will take 2 turns or 3 turns of EP gaining before they are usable.
     
     - Any EP not used in battle will be saved as Storage EP.   
     - Storage EP cannot be reused in battle, but is used for EP shops
     - EP is meant to affect battle commands, and in EP shops, those effects can be bought with storage EP.
     - only one additional effect can be added to each command a time.
     - Effects include: 
             Attack Command Effects:
                    - Add SP damage
                    - Combine with skill (Combining the damage as well as the EP cost of the skill with the attack command)
                    - Add status effect
                    - Add a percent more damage to attack command.
                    - Add element
                    - Change damage modifier: Intelligence (This means that instead of depending on strength and attack power, the damage depends on intelligence.  This is so magic users can have backup if they don't have enough ep to use certain skills.  But i don't know if it's possible to change a modifier during the game.
                 
            Defend Command Effects
                    - Add SP regeneration
                    - Add HP regeneration
                    - Add HP and SP regeneration
                    - Combine with skill (the skill will be used, but the person will defend as well, combining the EP costs)
                    - Double defense
                    - Add resistance to status effect
                    - Resistance to element

               Overall battle effects
                    - add exp gained
                    - increase EP rate
                    - add gold gained
                    - increase chance of finding better items
                    - Party and enemies do double damage
                    - Party and enemies do half damage
                    - Everyone recovers per turn

There can be more.  This is how the setup of the shop goes.

          Command Effect                                       Storage EP Cost
        Add regeneration of 10 SP to defend                         150
        Add regeneration of 30 HP to defend                         170
        Combine skill with attack                                         525
        Add poison to attack                                              250
        Add 10% more damage to attack                              340
        Add 20% more damage to attack                              600
        Add cure poison to a skill                                         400
        Add the element water to attack                              300
        Change attack modifier: Intelligence                         1400
        Change attack modifier: Dexterity                            1400
        Change defend modifier: Intelligence                         2000

That's pretty much it.  There really needs to be more custom never before seen systems in RMXP, rather than imitations for systems from other games.
 

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