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[C.I.] The Learning Sword!

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2011 Most Missed Member2010 Zero To Hero
For future reference: The [C.I.] tag stands for "Current Issue". This topic gets the tag because I'm trying to give Modern an idea of what he'll be scripting as far as quantity and difficulty- it's important we get this hammered out pretty quick! :D



I decided that the main character (at least) should have a single weapon through the game, the levels up at specific points in the plot. This sword would have innate abilities, basic at the start and more modified to the player's playstyle as the game continues.

Their are two types of abilities: passive and active.

Passive abilities are automatically enabled and are always turned on.

Active abilities are equipped- you can only have ONE at a time, and change gameplay significantly.



Quote from: Notes
The sword has a maximum level of seven, and levels up according to
significant landmarks in the plot.

Level 1 - Strong-arm : By defending, the player has a higher chance of
     (Active)     preventing status defects. This chance increases
             over time while the skill is equipped to a max
             success chance of 100%. Can prevent death if HP
             is over a certain percentage, and leave the user
             with one HP.

Level 2 - Counter : Replace the Guard command with the Counter command.
     (Active)  With exceptional timing, it is possible to reflect
          physical strikes 100%. Failure to time the action
          correctly, however, results in double damage to the
          user.

     Charge  : Player gains the "Charge" command option when
     (Active)  they select "Attack" If selected, (There is an
          SP cost to be considered) the user inflicts no
          damage on this turn. The user then has a short
          amount of time to put in a string of commands.
          Success will cause the user to inflict 3x damage
          next turn. As the skill's level improves, the
          number of strings increases to 3, and allows for
          up to 5x damage total.

Level 3 - E-System "Elemental" : The player gains the ability to equip
     (Passive)              the sword with special parts that give
             elemental attributes. The parts also
             grant skills with extended use.

     Vampirism : Attacking an enemy of the same elemental property
     (Active)    as your currently equipped elemental part will
            cause you to learn skills more quickly. This is
            not a dynamic skill.

Level 4 - [If 'Aggressive']
      Increased Ability EXP : Abilities will level up more quickly
      (Passive)      with this skill. EXP bonus will
               increase until sword reaches its
               maximum level, with a peak bonus of
               2.5x.

     [If 'Resourceful']
      Dual Abilities : Equip two abilities, at the price of
      (Passive)        decreasing their strength. As the
             sword levels up, the decrease in strength
             will shrink, and eventually disappear.

Level 5 - ...

Thoughts on the system? Additions and suggestions? Modifications?

Please review this and submit your ideas, everyone. :D

EDIT: Level 4 fleshed out. Here is where things start to split off! You'll note the "[if ____]" brackets. What determines the character's nature is something we can determine here. :D

Skanker suggested something based on your selection of abilities, and how much you've leveled certain ones/what order they're in. I like that. But let's get some other ideas in here too. :3
« Last Edit: February 28, 2010, 01:30:43 PM by Arrow-1 »