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    Materia system clone

    After combining several ideas discovered by several people on the pavilion, I've come up with a materia system. Actually, I'm only calling it "Materia" as an example. When I make a game, I'll call it something origional.

    [/B]Step One:[/B] I've created 4 characters, all with 50 base hp, 50 hp, 15 mp, 99 STR,99 DEF, 99 MAG, 99 MDF, 99 AGI, 45 LUCK and 100 INT (this last one is just for show). The character's names are (for the sake of this example), CLoud, Squall, Yuna, and Mert

    Step Two In the event coding on an invisible "auto" event at the start of the game, I modify the party's ability points to the following:
    STR DEF MAG MDF AGI
    CLoud: 8 7 5 4 20
    Squall: 7 6 6 5 20
    Yuna : 5 6 8 5 20
    Mert : 6 6 6 6 20
    Afterwards, I display off the event.

    Step Three: Here's where the actuall "materia" comes in. The materia is really a bunch of treasure items. Let's say the following materia is what the party has:

    Fire- Gives the character the ability to cast the spell "fire".
    Ice- Gives the character the ability to cast the spell "ice".
    STR plus- Increases the character's STR by 15.
    HP plus- Increases the character's HP by 50.

    Now, the materia is going to use several variables, each variable tells whether a specific materia is in the character's inventory/ in use (Each materia gets its own Variable in this case)

    Step Four: In order for any of the materia to be used, I'm going to need to make a "button" event that the party can freely access (let's say on the airship). In the event code, the player is given a decision branch with the following choices:

    >Rearrange Materia
    >Remove Materia
    >Do nothing

    Now, "Do nothing" ends the event, but "Rearrange Materia" enters into another Decision branch, with each one being the name of the character who's going to change his/her materia. after each choice, I modify another variable (let's say variable4) to either 0, 1, 2, or 3. Then I place an event transition to an event outside the player's reach. What follows is another decision branch with 3 choices. I realize that all the different names of the materia would be too frustrating to make a variable branch that changes the menu depending on the specific materia, so instead I just make 3 different types of materia and place all the specific materia names in the menu, with variable2 saying whether the player has a specific materia.
    Anyway, let's say the 2 materia types are: Magic and Statistic. These 3 names will be 3 of the choices in the decision branch. The 4th will be another "do nothing", which transitions the event back to the 1st event. Under each branch, there's a list of every existing Magic or Statistic Materia, starting with 3 of them in a decision branch.Under Magic, after every 3 in the list, there's a "more" option that transitions to mode 1 ofa 3rd event, then to mode 2 of the 2nd event. Under Statistic is another branch with the same coding, only it transitions to mode 2 of the 3rd event, then to mode 3 of the 2nd event, and so on. repeat until each materia is named.

    Step Five: Now, there can only be a total of 16 Magic materia. Under each option, there's a value conditional branch for a variable that checks who's trying to equip the materia, then under each branch there's another value conditional branch for a variable to see if the materia is in use. After epquipping the magic materia, the character learns a skill that matches the materia. for Statistic materia, just modify the character's stats accordingly

    Step Six: Under "remove materia" do the same thing, only you remove the materia instead of equipping it. Now then, back to the modified stats at the beginning of the game. place another treasure monster parties that increases another variable by 1.


    I don't have enough time to finish this. I'll tell you more later.
    Last edited by Deeth Irteen; 01-09-2009, 02:51 PM.


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

    #2
    Re: Materia system clone

    This sounds pretty cool! Your party will learn skills when they find certain treasure items... actually, it sounds a lot like DBH, and the sinlge most decent aspect of that game, I might add.

    I think the only problem with your idea (you know me, I gotta point them out) is that once you find "Fire" materia and you know the skill, you can't sell/change/unequip the materia because there's no way for the RM3 software to make characters "forget" abilities.

    Unless I am mistaken, in which case it isn't a problem at all so much as a great idea put into great use!
    A God from the Machine - Menander

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      #3
      Re: Materia system clone

      You can make characters forget skills they've learned.

      Comment


        #4
        Re: Materia system clone

        I like your style, nerd god, in terms of always tinkering around with decently complex coding with val cond branches and variables galore. To me, this is the thing I enjoy most when creating with RPGM3; envisioning a complex idea, brainstorming and problem-solving and eventually getting it to work within RPGM3's parameters. Kudos.


        And Seraph is correct. There is a line of event code to make a character forget a spell or skill.
        Last edited by Perversion; 01-12-2009, 01:13 PM.

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          #5
          Re: Materia system clone

          It's a good idea. If you've already tried it out yourself, then you already know that you will need both a way to track which materia a character has equipped, and a way to track the total number he's equipped.


          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

          "I live and love in God's peculiar light." - Michelangelo

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            #6
            Re: Materia system clone

            Originally posted by Seraph View Post
            You can make characters forget skills they've learned.
            Then its a brilliant idea! Mad props all around!!!
            A God from the Machine - Menander

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              #7
              Re: Materia system clone

              Funny, I thought everyone would be all "THIS IS A BUCKET OF SUCK!!"


              Anyway, I've increased the number of materia to 20, and changed the types to Light Magic, Dark Magic, and Summon. This way, each of the 4 characters can only learn 16 of the materia, with 4 of them not being learnable. BUt I'm wondering if I should try it with 6 characters.


              "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
              -Walt Disney

              Comment


                #8
                Re: Materia system clone

                Originally posted by nerd god View Post
                Anyway, I've increased the number of materia to 20, and changed the types to Light Magic, Dark Magic, and Summon. This way, each of the 4 characters can only learn 16 of the materia, with 4 of them not being learnable. BUt I'm wondering if I should try it with 6 characters.

                THIS IS A BUCKET OF SUCK!!
                Last edited by MagusMartovich; 01-13-2009, 12:44 AM.
                A God from the Machine - Menander

                Comment


                  #9
                  Re: Materia system clone

                  Update:

                  I've now increased the number of characters to 8 and the amount of materia to 25. each character can equip up to 16 materia, and different characters have access to different materia, although 9 of the materia can be equipped by everyone.

                  Also, to make things simple, you only get 1 of each materia, and don't get access to the "edit materia" event code until you get the airship (I'll put it right next to the "edit party" event). This way, the player must choose who gets tricked out with 16 materia and who gets screwed.


                  "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
                  -Walt Disney

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