Posted by Spyder 63.84.158.94 using Mozilla/4.0 (compatible; MSIE 5.0; Windows 95; DigExt) on March 31, 2000 at 23:44:03:
In Reply to: Early Battle System specs (read especially :Triuken, MrG) posted by Lance on March 31, 2000 at 18:51:24:
: Alright, let me explain this. The characters and enemies start at a great distance from each other. Only long range attacks don't require movement. The problem is: Long Range attacks are much weaker. If a close range attack os selected the character or enemy automatically moves closer and performes the move. The catch: They can't move back, and they are now vulnerable to near attacks.
Here's the deal, I think that maybe you should make them be able to move back, but only on their next turn, so that means that the character would be vulnerable that turn, but not every turn after that(but it's your program, and just my opinion). Also, when they are close to the enemy, and if you do make them stay there and not be able to move back, would the character still be able to use long range attacks?(not that they'd want to if they are weaker)
: Stats:
: HP: Health Points
: AP: Attack Points
: AR: Attack Rate
: EP: Endurance Points
: Speed: Speed =)everything looks do-able to me except for this stat...
: Range: Determines weapon rangeI have range for different weapons in my text game too, and if I decide to make a battle engine(after at least half the game is done)then this will definately be used.
: Accuracy: Ability to link combos
: Alright, HP is obviously the player's health. AP is like FP only it is multiplied by AR to get attack. Speed determines how quickly a player's turn comes up. Range explains itself. EP is sortof like MP and DP mixed into one. As more combos are used, more EP is used up, leaving the player open to damage. EP can be regained in three ways:
: Waiting. EP will slowly restore itself during battle.that would be cool!
: Being Hit: Being hit increases the amount of EP recovered. The stronger the hit, the more EP recovered.
: Using an item/Inn: Will recover EP
: If a combo is started, and a move misses, the entire combo ends. This is determined by Accuracy
:
: Battle Menu:
: -------------------------------------------------
: Begin Combo
: Continue Combo *Only active once combo is started.
: End Combo *Only active once combo is started
: Item
: Run *Only active sometimes
: -------------------------------------------------
: Begin Combo lets a player select a 'Specail Move' to use first. Continue Combo allows players to string more 'Special Moves' to occur after the first. End Combo executes the combo. Item uses and item, and Run lets you run.
: Is this system do able? I hope so, and thanks.
: -Later o_0
: -Lance
Great idea for a program, and like Triuken says, it must have taken a lot of thought to come up with all the details so fast!