I am hoping for an ability point system much like Fomars, but that doesn't create stack errors while IM at this....Ill just spew everythign I need at once, adn leave it here even if I find a script I can adapt, coz my adaptations stink so far.
Im trying to adapt a never finished paper RPG system to this..... and dont have tiem ro skill for a custom system
A system with more than four atrributes, ie STR DEX AGIL INT WIS END
Subordiante abilities based on stat... Agility of 84 = +32 evasion, dex of 82 = +8 evasion
The ability to provide a certain amount of attacks per round based on DEX (table wise) 80 Dex means 3 attacks every two rounds...
class and race system race affecting STATS and exp curves class affecting skills, spells, proficiencies and exp curve
Weapons and armor that alter evasion, hit% and attacks per round
Hp and MP based on attribute BASE for 100 INT = the next level will provide +6d6 + 4 MP and 104 (next slot) will provide 6d8 + 1
spells that progressively deteriorate a stat such as hit%
ability point distro system ie 10 points to distribute per level...1 for 1 up until 200 thereafter is cost 2 for one, 3 for one etc....
certain things like...sword damage adn hit% will auto advance based on class and race
a prefeciency system (sword skill, hammer skill)
Combo system
CBS with party turns, fatigue, range for weapons etc.... and if possible hit adjustment for terrain....
spells that affect area..all enemies...one enemy
hit me up plz...and bear in mind after a week im already scripting and altering on my own, so whatever helps and my knowledge grows...
Im trying to adapt a never finished paper RPG system to this..... and dont have tiem ro skill for a custom system
A system with more than four atrributes, ie STR DEX AGIL INT WIS END
Subordiante abilities based on stat... Agility of 84 = +32 evasion, dex of 82 = +8 evasion
The ability to provide a certain amount of attacks per round based on DEX (table wise) 80 Dex means 3 attacks every two rounds...
class and race system race affecting STATS and exp curves class affecting skills, spells, proficiencies and exp curve
Weapons and armor that alter evasion, hit% and attacks per round
Hp and MP based on attribute BASE for 100 INT = the next level will provide +6d6 + 4 MP and 104 (next slot) will provide 6d8 + 1
spells that progressively deteriorate a stat such as hit%
ability point distro system ie 10 points to distribute per level...1 for 1 up until 200 thereafter is cost 2 for one, 3 for one etc....
certain things like...sword damage adn hit% will auto advance based on class and race
a prefeciency system (sword skill, hammer skill)
Combo system
CBS with party turns, fatigue, range for weapons etc.... and if possible hit adjustment for terrain....
spells that affect area..all enemies...one enemy
hit me up plz...and bear in mind after a week im already scripting and altering on my own, so whatever helps and my knowledge grows...