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PostPosted: January 4th, 2008, 5:27 pm 
Rank 10: Cute Lil White Mage Rank 10: Cute Lil White Mage
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RPG Maker 1.

If this CBS has already been made, please tell me.

SCBS STRANGE CUSTOM BATTLE SYSTEM
-------------------------------------------------------------------

After toying around with RPG Maker-I came up with a small and unique custom battle system.

First I create a battlefield of some sort and place a character on 1 side and the start point on the opposite side. I than surround the characters with 3 graphics. Sword graphic, Shield graphic, and magic graphic. (The signs). And place a wall piece for the last space. (Not using the choice option. The player can easily face toward the graphic)
Seems like a good start huh?


the sign graphics are called Tactic Options. There are 3:

Sword-> Offensive tactic (More damage)

Shield-> Defensive Graphic (better guard and HP)

Magic-> Skill Graphic (Special Attacks)

After selecting an option, probability takes over and forces the enemy character to choose a Tactic. This leads to the most important step.

Depending on the Tactic you choose, your character's stats will change to fit that Tactic. get it? I also created 3 different versions of the same enemy so it accommodates his/her tactic chosen. For example, Monster #3 is used when the enemy chooses the Skill Tactic and Monster #2 is chosen when the enemy chooses the Defensive Tactic. Am I making sense? This is the same enemy but with different stats for the chosen Tactic. Now what's next?

The battle. I just start a normal battle using RPGM1's battle system and it does the rest for me. After the battle I reduce the added stats back to zero. Boom, done. How do you win? I haven't figured that out yet. I'm thinking of using items or something. Not sure.

EXAMPLE

I choose Offensive Tactic. My stats are changed so I deal more damage.

Probability takes over. The enemy chooses the Defensive Tactic. A different version of the enemy takes over for the battle with a an attack pattern that guards.

Battle starts. You play.

Now repeat.

EXAMPLE END


BUGS.

There ARE bugs that I encountered on my journey for this CBS. For starters, the take over events DO NOT work all the time. Even if I have the 3 probable choices set. The event DOES NOTHING when the take over is initiated.

Another problem is the Skill Tactic. I can't find an option that REMOVES a Magic attack from the player. This will blow my Skill Tactic option into hell.

Another problem is this. If the player can deal more damage with the Attack Tactic, why use the Defensive Tactic at all?

If I can correct these bugs, than there is a great chance of finishing this CBS. I'm already in the process of making a demo.


And that is all. Thank you.


~Duel~


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PostPosted: January 4th, 2008, 11:37 pm 
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if two events overlap on the field then they become void (both are void or just one of them is, im not sure which takes priority).

you absolutely cannot unlearn a magic skill, once you learn it, its yours.

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PostPosted: January 18th, 2008, 4:17 pm 
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You could always add a magic item with unlimited use when skill is chosen, and remove the item after battle.

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PostPosted: January 22nd, 2008, 11:44 am 
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That sounds ALOT like Defenders of Light... if you haven't played that yet. Though there are differences. It's a good one though, so I'd give it a go.

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PostPosted: January 22nd, 2008, 1:04 pm 
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Thanks Lantis, I'll give it a whirl one of these days.


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PostPosted: January 30th, 2008, 4:55 am 
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Here's an idea.

Sword - More damage but at the cost of defense (damage goes up, defense goes down)

Shield - More defense and Hp but less damage (or just normal damage)

Magic - Special attack or magic

Wall - Normal damage and normal defense

Increased damage should always have a price, whether you're spending Mp to cast a spell that increases damage, using a potion or item that increases damage, or whatever else.

If the game supports accuracy, you could add that into the equation. An option that increases your chance to hit but at the cost of damage; then another option that increases damage but with a lower chance to hit.

How about a "weak attack" that does minimum damage but doesn't take much time to do, then a "strong attack" that does more damage but takes more time (maybe it takes two turns to do this move, thus giving the enemy an option to get in two weak attacks or one strong).

I'm just tossing out ideas here.


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PostPosted: January 30th, 2008, 9:14 pm 
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Those are great ideas! Never thought of those.


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PostPosted: January 31st, 2008, 12:27 am 
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If the game supports accuracy, see if you can work that into it. Accuracy is a good foil for increased damage. The "strong attack" that takes two turns to do is also a good foil for the better damage.

I think you should include the option for a bland "normal damage, normal defense". Then increased damage, increased defense, and other things should have a price attached. Each option should have its own strengths and weaknesses. So you could choose "normal damage, normal defense", which doesn't have any weaknesses but also doesn't give you an edge over the opposition. Or you could choose better damage, better defense, or something else (all of which give you an edge but at the cost of a weakness). In this example, it could be said that no one option is inherently better than another. This allows the player to customize his strategy and choose the playing style he wants. Some players like a strong offense while others like a strong defense.

The best thing about this is that a player can experiment with it, try out each option, or even adapt his strategy based on who he's going up against (maybe one bad guy has a strong attack but a weak defense, but another bad guy has a strong defense and weak attack). If a player would rather not experiment with the options that give an edge at the cost of a weakness, that's what the bland "normal attack, normal defense" is for.

The use of a powerful skill or magic should have a price attached, whether it's the expenditure of Mp or some other cost.

In short, make it so that no one option is the best choice all of the time. Some options may be the best choice sometimes, but not always.

Best of luck with this. It's a good idea. I like it when I'm given the option to customize my playing style.


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PostPosted: January 31st, 2008, 12:56 am 
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I'm always trying to come up with new CBSs. I've thought of some in the past but have never implemented them in any of my games. A CBS is a tough challenge and takes a toll on time. I'll gather up all of this info to create a tech demo and probably release it. But I have some projects to work on first. Thanks for the help guys.


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