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Trying for a Unique battle system is harder than I thought

Alright, in this game I'm creating I am trying to create this class known as a spellscythe that concentrates on abilities called elemental imbuements.

What I want to know is, how do I make a skill change the element of an attack my character uses while the state is active?

This would allow me to use a ice move to freeze a target, thus causing my normal attacks (which would change to fire if I used Flame Imbuement) to deal extra damage.

Anything?
 
Well, yeah, i want the normal attack to deal 50% as the original physical damage and then deal the rest as elemental damage

Or just fully elemental damage

So 100 Physical damage becomes
50 physical damage and 50 magic damage

OR


100 physical damage becomes
100 magic damage

while under the effects of an imbuement.

The OR is there just in case my original plan is too hard to perform

Think you can help?
 
I am not perfectly sure how you could insert this in the Game_Battler class in RGSS but you could try creating a new
special (Actor Class/Job) class or tagging the Spellscythe character's ability with additional damage
(which in your case, is elemental magic).
first, you must create an array of elemental "imbue-ment" the Spellscythe class will have.

Code:
spellscytheskill = [Ice, Fire, Water, Dark, Earth, Wind, Light] #etc elements

then, define a method that applies this skill to the character.

check if Spellscythe's Imbue ability is active.
You can do this with a conditional statement.

Code:
if spellscytheskill[3] == true    #where 3 is the array index

  self.damage += (self.damage / 2)

if spellscytheskill[4] == true    #where 4 is the array index

  self.damage += (self.damage / 5)


this may be done with a common event that loops to check if:
  • the spellscythe actor is in the party
    the spellscythe has the skill active
    what is the current elemental imbue-ment the job has

you need to:

1.make a STATE in the database which you may call whatever you want (with 150% attack power)
2.make a common event that has a conditional branch that checks conditions,
for example, your job has reached a level where he learned the passive ability to imbue.
3. in the if the conditions are true, even in battle, you can do whatever you want with
the character while that common event is parallel.

or something like that.

Yes, i am not a good scripter but I have the basic idea. You can do this via events or
via scripting...
 

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