I was looking back at that "custom RPG system" That Weird Kid came up with, and thought of this: Since you set the level 1 stats at 99 each and modify their numbers at each level in the level capping, there's plently or wiggle room to increase and decrease stats. So I came up with a clever idea:
As the party progresses through the game, they all have 1 basic "super attack" which only deals Magical Damage. However, as they adventure, they obtain a new GaurdianFalse, as I like to call them. basically, all Gaurianfalses are collected and "stored" in an event that's on the airship or (if you don't have such an airship) next to a save point. in the event code, you select a party member, and then you select a GaurdianFalse. With variable modifying and Val. Con. Branches, you can set so that the game tells you when a character already has a GaurdianFalse (you're only allowed 1 per character) and when a GaurdianFalse is already in someone's possesion.
Now here's what a GaurdianFalse does. Suppose the Ranger Westen gets the GaurdianFalse FlameTongue. Westen's normal super attack is the magic spell Slash, which deals (MAG +50) damage to one enemy. By equipping the GaurdianFalse FlameTongue, the following happens in the event code:
Westen's STR is reduced by 20
Westen's MDF is reduced by 10
Westen's MAG is increased by 30
Westen Forgets the spell "Slash"
Westen Learns the spell "BurningSlash"
Basically, BurningSLash is the same as slash but with the added effect of dealing extra damage to undead-type monsters (the type I use for Ice monsters) and has a "Demon-flames(or Demon-Beams)" effect, making the Spell much better-looking.
Now, be sure that yo have a decent amount of GaurdianFalses, or you could overwhelm yourself.
As the party progresses through the game, they all have 1 basic "super attack" which only deals Magical Damage. However, as they adventure, they obtain a new GaurdianFalse, as I like to call them. basically, all Gaurianfalses are collected and "stored" in an event that's on the airship or (if you don't have such an airship) next to a save point. in the event code, you select a party member, and then you select a GaurdianFalse. With variable modifying and Val. Con. Branches, you can set so that the game tells you when a character already has a GaurdianFalse (you're only allowed 1 per character) and when a GaurdianFalse is already in someone's possesion.
Now here's what a GaurdianFalse does. Suppose the Ranger Westen gets the GaurdianFalse FlameTongue. Westen's normal super attack is the magic spell Slash, which deals (MAG +50) damage to one enemy. By equipping the GaurdianFalse FlameTongue, the following happens in the event code:
Westen's STR is reduced by 20
Westen's MDF is reduced by 10
Westen's MAG is increased by 30
Westen Forgets the spell "Slash"
Westen Learns the spell "BurningSlash"
Basically, BurningSLash is the same as slash but with the added effect of dealing extra damage to undead-type monsters (the type I use for Ice monsters) and has a "Demon-flames(or Demon-Beams)" effect, making the Spell much better-looking.
Now, be sure that yo have a decent amount of GaurdianFalses, or you could overwhelm yourself.

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