Noob Saibot 38 Report post Posted September 3, 2011 RMXPU Scripters, This is a CBS (an alteration of the default version), however due to it using SP system (Skill Points) and a Formation System a separate Script will also be needed that functions with/along side the battle script. Meaning 3 scripts in total So I wanted to create a old school like game that used a battle system like that found in early Dragon Warrior games (basically the RMXP default). However I would like to modify the default battle system a little so it doesn't seem to lazy on my part for at least not coming up with something slightly different. This is how I came up with the Group Defense System. Group Defense Battle System 1) This basically is the total DEF of all characters in the FRONT ROW. As the characters HP is depleted the 'group defense' will start to lower until it is just using the back row characters normal DEF. This means when full if the AI attacks people in the back row the damage dealt to the HP is far lower. 2) Using a HP potion will not increase the GD Gauge (seen below in Mock Up screen shot). The only way the GD (Group Defense) Gauge will increase is by a specific skill or item (skill will consume MP, but not the ITEM). 3) The FORMATION selection seen in the Mock Up will allow you to change the current formation (change people from back and front row during battle). This is also a selection in the normal Default Menu of the game. 4) The TRANSFORM selection is a battle use only selection. It allows the character/Party member in Slot 1 the ability to Transform into something/someone else (by default the person in Slot 2). However, so I don't confuse any one please see this screen shot; here, to see what I mean when I say Slot 1 and 2. Now if the player chooses to transform when the battle is done his Transformed version will receive 100% of the EXP and SP (skill points) earned well the normal character will only earn 50%. 5) This battle system will use a total of 5 party members for a combined MAX of: 3 in Front Row and 2 in Back Row OR 2 in Front Row and 3 in Back Row. 6) The location of the Battle Menu has changed (see Mock Up below). 7) This uses Face images that appear on the left 128x128. The right side will contain information regarding that character (HP, MP, Name, ATK, DEF, Agility, etc; HP/MP are represented by BARS like in most common RPGs). If more then one party member is in the party a Cursor (small arrow) will appear on the right side of the box. Hitting the right ARROW will then move to the next party member (hitting enter will select that member bringing up the Battle Menu. 8) You can see in the Mock Up above the Face Image it displays what Row that character is currently in. 9) The Character in slot 1 (see here by what I mean by slot 1) is the only characters that can after 2 turns come back to life with 25% of it's health (HP). If his Transformed version dies during battle he will return to his normal form, but the EXP and SP are now flipped (i.e. the character will earn 100% well the Transform version will only earn 50%). 10) You will see a Battle Menu selection for Magic. I will need a way for RMXP to know that the Skill is actually a Magic Skill and should appear under that menu section and not the Skill section. My Mock Up! GD Skill Point System During battle you can earn SP (Skill Points). These are used for Accessories that are attached to the character/player. Accessories will have a skill or ability associated with them (example: Accessory +2---when learned will added 1 extra slot to the Accessory allow the party member to attache another): from skills, magic, to HP increases, ATK increases, etc). I'm not sure the best way to do this so if you need a better explanation or idea to go off just ask me. GD Formation System The formation system is like that during battle, but instead is out side of battle. v/Respectfully, Kage Kazumi Share this post Link to post Share on other sites