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The Starsign(TM) Limit Break System!

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    The Starsign(TM) Limit Break System!

    I keep adding more and more systems to Fall of The Kings. One of the systems happens to be a Limit Break System dealing with 3 events ( for Zanu's case):
    -A Touch Event (to battle monsters on the field)
    -2 Auto Events
    The Auto Event 1 activates when 15 monster battle events have happened, but only activates during the afternoon. This teaches the Ultimate move to Zanu, Time Void ( lowers enemy speed to 0 and gives them a weakness to all status conditions.).
    -The Second one activates when the Monster Battle Var. is above 15 at anytime other than the aftenoon. This event forces Time Void to be forgotten and the Monster Battle Variable to hit 0.

    In other words, it's similar to the Victor Overdrive Mode in FFX, but you can use the ultimate move forever until your time is up.

    So' how do ya like it?
    10
    5/5 This is awesome!
    40.00%
    4
    4/5 Good!
    30.00%
    3
    3/5 So-so.
    10.00%
    1
    2/5 I don't like it.
    10.00%
    1
    1/5 This sucks!
    10.00%
    1
    Snake?...Snake?SNAKE!!!

    #2
    Re: The Starsign(TM) Limit Break System!

    It's silly to ask us to actually rate it, but as you will.

    It's a cool system. Could make things a little easier after you've fought a lot of battles at once, and it's definitely a novel idea.

    I'm not sure if your code is working the way you want it to. The way you've described it, for example, the battles variable is reduced to zero at the end of Afternoon 3. All the battles from Evening 3 through Morning 4 will count toward Afternoon 4, and you'll likely trigger it right away once the time reaches Afternoon.

    Also, make sure that the player can't leave an area where these Auto Events are in order to "cheat" by keeping their Ultimate Move 24-hours-a-day for a while (because the Auto Event will only trigger if you're on that field).


    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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      #3
      Re: The Starsign(TM) Limit Break System!

      There is one of these events wherever applicable, Wave.
      -> Red Dragon- I'll take the multiple votes as 3/5. I chose multiple choice for numbers such as 4.5/5 or anything like that. It's okay if you were insulting my logic, however. However, I use the word however too much.
      Snake?...Snake?SNAKE!!!

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        #4
        Re: The Starsign(TM) Limit Break System!

        If I'm understanding your event code correctly, there's one small problem with the second event. If you get to the 15 limit of monster encounters during the evening (as an example), the second auto event is gonna reset the monster variable counter back to zero and remove the "limit break" before you even GET to the afternoon for it to trigger in the first place.

        Couple solutions that I can think of...

        First, if every battle is an event battle rather than a random battle, this system will work a LOT better. I would assign a variable (0 or 1 for yes or no) to determine if the spell has even been learned. Then BEFORE checking for the 15 monsters in the second event, check to see if it is equal to 1. If it is, then have a nested variable check for the 15 monsters. If it's been learned and the monster variable is 15 or more, then have the character "unlearn" the spell.

        Problem is, what if he's not even used it yet, and is waiting for the opportune time? It would be kinda unfair to take away that ability if it had not been used yet. And unfortunately, there's no variable to check if the spell has been used.


        However, you COULD grant a temporary MP increase (make the "limit break" cost like 400 MP to use (as an example) and when you learn the skill, also grant the character a MP increase of 400, just enough to use it. Problem then is, what if the player just hoards those MP and uses them for regular spells instead?


        So as you can see, realistically, I'm thinking this system MIGHT not work the way you'd hoped it would. The simplest solution that I can see is when 15 monsters are killed, have the first event add an item to your inventory that does whatever you want it to do (can't remember if you can put buff or debuff effects on items). Make it a single-use item so they can only use it once, and obviously make a variable when he receives it. THEN what you can do is, on the second auto event, check to see if it's in inventory via the variable. If it is, set the 15 monster counter back to zero, but DO NOT remove the item from inventory. That way, if the player has not used it yet, he will not be penalized. BUT, when the next afternoon rolls around with the fifteen monster counter at 15 again, have it remove the item from inventory and replace it with another one. That way, if the player is being TOO conservative, he'll lose the opportunity to use it twice, but to him, it'll still look like the same one available for use.


        Two notes on this: first, make the item worth zero gold so the player cannot drop or sell it. Second, yeah, this kinda gets away from your original "limit break" idea, but I'm sure you can make some dialogue scenario whereby when the stars and sun align just right (ie-the afternoon), some medallion or something (whatever item you choose to use) becomes active, and gives increased powers after killing 15 monsters. You can even give the character a "dummy" medallion (or whatever) at the beginning of the game that doesn't "activate" until conditions are met.

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          #5
          Re: The Starsign(TM) Limit Break System!

          Good catch, Perversion... I think that is a valid flaw in the current system?

          However, it doesn't need to be that hard to fix. I'm going to go into a lot of detail here, but all it requires it two Auto Events in each applicable area, that take about a minute apiece to set up.

          Simply add another variable to track, let's call it Shared Var 05. Have an Auto Event that triggers under the conditions Shared Var 05 = 0, and Time = Evening. The code just needs to have two Modify Variable lines: Shared Var 05 gets set equal to 1, and your Battles Won variable gets set equal to zero. (I think you might even be able to meld this into your other Evening Auto Event, but I don't want to mislead you since I'm not 100% sure.)

          Have another Auto Event which triggers under the conditions Time = Afternoon and Shared Var 05 = 1. (I DON'T think you can meld this one into your other Afternoon, based on the way it's working... again, not 100% sure) The code just needs to have one Modify Variable line: Shared Var 05 gets set equal to 0.

          The upshot is that once a day, at the beginning of the Evening, your Battles Won variable is reset to 0. You still gain the Time Void skill whenever your Battles Won reaches 15 during the Afternoon (or right at the beginning of it, if you've already gotten 15 overnight).

          If you only want this variable to be reset to 0 if you did gain the Time Void skill at any point (I don't personally recommend this condition for gameplay/fun purposes, because it sometimes gives an incentive to the player to wait until evening before continuing), then you can branch the Evening code as such: If Battles Won is greater than or equal to 15, Set Shared Var 05 to 1, and Set the Battles Won variable to 0. If Battles Won is less than or equal to 14, simply Set Shared Var 05 to 1.


          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

          Comment


            #6
            Re: The Starsign(TM) Limit Break System!

            -> Perv
            There was a dummy medallion thing. It's called the M-Disc. The Destiny Switches influence events as well.
            Snake?...Snake?SNAKE!!!

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