Original Source
- Original title: Skill select system based on shared power pool
- Original author: PANCZASU
- Original date: June 7, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/skill-select-system-based-on-shared-power-pool.40938/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace) > RGSS3 Script Requests
Summary
Hello, for my non-commercial game I aim to have a skill system where the player has to pick which skills to take into battle. Now, I know what you want to say: “Fomar Equippable Passives or Yami Skill Equip already do that!”. Yes, but not in the way I want. Allow me to explain what I'm looking for. The Request: A skill system where an entire party shares a Power pool from which an actor can distribute Power to activate different skills. Power is a variable determined by a formula....
Archived First Post
for my non-commercial game I aim to have a skill system where the player has to pick which skills to take into battle. Now, I know what you want to say: “Fomar Equippable Passives or Yami Skill Equip already do that!”. Yes, but not in the way I want. Allow me to explain what I'm looking for.
The Request:
A skill system where an entire party shares a Power pool from which an actor can distribute Power to activate different skills. Power is a variable determined by a formula. Any actor that equips a skill subtracts X from Power. If X > Power, you cannot equip a skill; you either have to gain more Power or unequip some other skills. Example:
Actor A has skills X and Y, Actor B has skill Z. X costs 1, Y costs 2, Z costs 3, and player has accumulated 4 Power thus far. Player can either equip A with both of his skills but leave B with no skills; or equip A and B with one skill each.
Things needed:
1) Variable Power set by a formula, like Power = $game_actors[id].level* (dunno if this is a proper formula, I don't know Ruby, sorry) which all actors can reduce in order to activate skills. Or increase by disabling their skills.
*In my case, I want all actors to subtract from a shared pool which is determined by main actor's level (since I'm not using levels for anything else)
2) A way to display this variable as gradient bar somewhere (so the player knows how much power he has at max and how much has been assigned already).
3) A way to equip skills (maybe by clicking skills in the skill menu? There are no skills in my game that I want to use outside of battle).
Extra functionality:
The above is enough to make me very happy. However, things listed below would make me even happier :3
1) A way to equip states and/or common events; The goal is to have an actor with a skill “HP+” which, when equipped, adds X to his max HP. If you can think of a different way to do it which integrates passive bonuses with a skill equip system then that would work as well
2) Equipable actors; a player needs to pay Power in order to use a party member in combat.
Compatibility:
Below are all the scripts that I'm currently using, along with a demo of them all (it's a bit outdated). I know that it's a lot of scripts to go through so compatibility is really not something you need to focus on; I'll be grateful for your help either way! And if I get some errors, I'll either post about them here or just try to replace conflicting scripts.
Yanfly's Party system
Yanfly's battle system
Ace Message System
Battle Symphony
Skill cost Manager
SKill restrictions
TP manager
Victor Engine
Victor Engine State Auto Apply
Kaimonkey's Ideology
Khas' Light Effects
Galv's Busts
Modern algebra's Animated Parallax
Yanfly's Enemy HP Bars
Victor's Custom Slip Effect
Demo with most of the above in: https://www.dropbox.com/s/d2j8vt917qd0obg/demo.exe?dl=0
Why not other scripts:
Because Yami's script gives each actor a set amount of abilities they can use and there's no interaction between actors at all. Also, I've heard that it doesn't work well with passives (haven't tested this bit though).
Meanwhile, it could be possible to modify Fomar's script to just barely work how I want it to, however it would be a very fiddly solution. Fomar's script is meant for passives only. So to use it to equip proper skills I imagine I would have to create a “Equip skill A” skill, then create state that adds Skill A and then finally create the proper skill A. I gave it a shot but it didn't work. And there's the same problem as with Yami's script, equipping skill with one actor has no impact on any other actors.
Conclusion:
In short, I want the player to make a choice; either fight with just one extremely powerful actor or fight with several actors of varying power instead. I expect this to present the player with fairly interesting dilemmas regarding party composition and power distribution.
Thank you to everyone who took their time to read my lengthy post! <3
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for my non-commercial game I aim to have a skill system where the player has to pick which skills to take into battle. Now, I know what you want to say: “Fomar Equippable Passives or Yami Skill Equip already do that!”. Yes, but not in the way I want. Allow me to explain what I'm looking for. The Request: A skill system where an entire party shares a Power pool from which an actor can distribute Power to activate different...
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