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.
- 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.