I GOT MAAAAAD SKILLS!

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So I managed to reach out to one of the veterans of an old rpg maker community that's no longer active, and he gave me access to a skill tree script for RMVX that had been taken down long ago. Thanks to Deity, and a cooldown script from Modern Algebra, I now have everything I need to create full skill trees for each of the four characters in my new game. I put together a few sample skills to test it out, and it works beautifully.


EDIT: Updated the image to better reflect how the skill trees will look in the final product. All skills are placeholders for now.

I'm going for an ATB style RPG, but with a lot of mechanics similar to the Borderlands series. One of those mechanics is Action Skills, abilities unique to a given character that can change the way you play the game, and can grow over time, but are set to a cooldown timer so they can't be used excessively. Some of those skills are simply alternate attacks (Bloodwing), some are enemy debuffs (Phaselock), and some buff your own character (Decepti0n and Berserker Rage).

So, my question to the community is, what would you like to see as action skills in a turn based RPG? What sort of skills would you like to see that could buff those action skills? Some of the ideas I have are an elemental attack, a skill that buffs the damage of the next attack (and could possibly buff other traits while active), and a healing skill for team support. The last one is the only one I'm a little sticky on, because I've found that heal skills can be BROKEN AS HELL in turn based RPG's, especially when they offer full restoration or group healing.

Anyway, that's the subject of this weeks development challenge. What are your thoughts?
It must be nice for you whippersnappers using newfangled scripts and ready-made whachamacallits. I have to use Pictures to achieve the same effect, and I have to do it in the snow uphill.

Ooh, I will say I like your UI though. Very pretty. I was considering making this system myself, and I definitely could have, it's not terribly complex, but I figured if there's already a resource available for me that'll save me a weeks worth of coding, why not make use of it? I have had to spend a fair bit of time redesigning the layout and some of the functionality, but I'm very grateful for the base script to work from.
Marrend
Guardian of the Description Thread
21806
As long as there is a lot of synergy between skills, that’s all I can ask.

Borderlands is usually pretty good at capturing that aspect (it’s what made the co-op fun)
Oh, there's synergy all right. There's synergy in spades. Figured out a way to track overkill damage. Now, there's an action skill that makes your next hit deal massive damage. The mid tier capstone skill will make it so that when the action skill is active, overkill damage is applied to the next hit. (E.g. if you killed an enemy with 500 damage over what was necessary, the next attack by that actor will deal 500 extra damage).

But then the capstone skill makes it so that the action skill persists when you kill an enemy with it. So theoretically, you can create a setup where you kill enemy after enemy with this action skill, stacking overkill damage to ridiculous levels. It's insane. I love it so much.
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