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Kolloseum States XP - Printable Version

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+--- Thread: Kolloseum States XP (/thread-5719.html)

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RE: KStates XP - kyonides - 02-11-2016

AFAIK this could be the final version of KStates Blood Shield Version (v. 1.4.10) because everything seems to be working fine.

This is the right time to ask for inclusions of new features, guys.

@Ahzoh
I'm glad you like that feature, just keep it in mind this script was intended to be used if using the XP Default Battle System. If you are using another battle system, I would need to adapt my script so it would work as expected.


RE: KStates XP - kyonides - 02-11-2016

BUMPING IS THE NEW BLACK!

White Knight Version includes a way to define a White Knight a la Cecil in FFII meaning the White Knight hero will block attacks if his or her comrades are the current enemy's target. It will not block multiple target skills for obvious reasons but the game dev can also define what other skills cannot be blocked by the white knight.


RE: KStates XP - Ahzoh - 02-11-2016

(02-11-2016, 12:12 AM)kyonides Wrote: I'm glad you like that feature, just keep it in mind this script was intended to be used if using the XP Default Battle System. If you are using another battle system, I would need to adapt my script so it would work as expected.
Well, you'd have to adapt it to work with DerVV's Lyncan ABS script.


RE: KStates XP - Melana - 02-12-2016

Ah, finally I had the time to test the script (no problems at all) and now there are already dozen of new versions with new features to test. Hmm let's do it then. :)


RE: KStates XP - kyonides - 02-12-2016

Has anybody launched a COUNTERSTRIKE Against The BUMP?

KStates XP Counter Version is now available!

Counter Version includes a skill and a state named Counter that affect the opponents in two ways. Those under Counter state effect will get half normal cure effects except for potions that are not affected by the state, meaning the healer won't be as good as he or she is used to. In case of White Knights, they won't block attacks or spells on their comrades as usual. There is also the Delay state that makes the White Knight show up late to protect his ally thus letting the enemy hit his or her comrade at will. The next feature is the (pseudo) Random Skill, it will add the Random State to the victim and make it use pseudo random skills if the battler chooses to use skills.


RE: KStates XP - Melana - 02-13-2016

I would like to add a Thorn State and a Reflect State as an idea.

When under Thorn State all attackers will receive a specific amount of their own damage.
Reflect is the same but for magic attacks. And maybe different reflections against different kinds of elements.


RE: KStates XP - kyonides - 02-13-2016

The thorn state could be a green magic kind of state but I don't understand why it has to calculate damage depending on the damage the victims deal to their foes especifically. Wouldn't it make more sense if it worked just like Venom alias Poison? Oh right, it does exist already... Mmm... I'm not sure if I should implement it.

I always thought reflect would just deal the whole damage to the attacker.


RE: KStates XP - Ahzoh - 02-13-2016

I have also desired for the implementation of an ability called "aura of thorns".
Actually, one would would be given this aura by immersing oneself in certain sacred waters.


RE: KStates XP - kyonides - 02-13-2016

Eh, OK, some skill named aura of thorns, but what is it supposed to do exactly? I don't think its purpose is clear enough to implement it in any way possible. Could you provide further info, Ahzoh? When should it be activated? How long should it last?


RE: KStates XP - Ahzoh - 02-13-2016

The player character should immerse oneself in certain water pools and this gives the player a status effect that remains for a duration--the whole mechanic of this would be similar to pokemon having a poisoned or paralyzed state even outside of battle.

An aura of thorns should reflect damage: it reduces damage by 25% while inflicting that same percentage of damage on the attacker.