Some Skill Request
10/18/2010
SummaryThis is a request of a bunch of scriptlets, but I want it to be in a big script as inputting many scriptlets is really time consuming.
Features Desired
- Steal: Everyone that has played a RPG should have known this. But I can't make KGC Steal script compatible with YEM, so I request this.
- (Future Attack): Attack that shows name when used, but damage is taken after a preset number of turns.
- Control Enemy: Let the player control an enemy, also the enemy will fall into a state, which can be release by something. This won't have any effect if there is only one enemy on the field.
- Field/Weather Effect in battle: This is the system I've just thought. It just like when Snow - Ice power is increased by 150%,... Of course, this has to be made with compatibility with a time/weather system (I can't say what is it now because there's many great ones).
- Dance: Various effects set by skill (different animation each time used).
- Devour: Eat the enemy, and benefit. EX: Recover HP, get status ailments, learn skills,...
- Morph: Turn enemy into an item.
- Zantetsuken: Instantly kills all enemies. Set a chance that Zantetsuken will hit them on each enemy's note. Unset chance means 100%.
- Phoenix: Revives all K.O. characters with 10% HP, while the skill's effect is retained.
- Doom: Countdown from 8, when hits 0, the target dies. State effect will be same as Incapicitated.
- Cover: Takes hits from enemy if any other members is/are hit when low HP.
- Kamikaze: Sacrifice him/herself to deal damage by about 400% of current HP. The user can't be revived until the NEXT battle end.
- Throw: Throw weapons and specific items. Set own damage formula for weapons. Can designate which item is used to throw.
- Mix: Mix 2 item together to form special effects. Results will be set as the effect of an item. Formulas which aren't set will get the results randomly as one of the two ingredients.
- Summon Enemy: Summon another enemy into battle. I don't use ModAlg's because it contains many bugs with YEM.
- Countdown attack: When choosing an attack, the user countdown each turn. Note as <countfrom x> where x is where the countdown starts from.
- Return: Return to the start of the battle.
- Mimic: Make the same move as the last character did, cannot mimic overdrive.
- Ammunition and arrow system that compatible with YEM.
- Compatible with YEM (see my posted request ;D )
MockupsNone.
Games its been in
Did you search?Not much, since I don't know what to search.
Where did you search?
- rmrk.net, rpgmakervx.net, rpg revolution.
What did you search for?
I'll work on it while I'm still waiting for the images to test the Overdrive System. I got a friend on it... but she's kinda lazy.
EDIT: Since I don't want to work too much on this script, I will do just steal, devour, dance and morph.
Is anyone going to make other scriptlets? Whatever, thank you (The Mormegil) for having accepted four of them.
Almost finished, still have some issues with popups, but whatever.
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