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Unread 01-14-2007, 03:10 AM   #1
Jared Todd
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Default 8BTRPG Throw Your Thoughts Into This Thread Please Thread

<This color represents what you don't have to read, since it's all complete babble. You've been warned.>
Most of the things posted up here, you do not need to read!!!!!!!!!!.


Why am I doing this why am I doing this why am I doing this why-- Oh, hello! Hi, and welcome! Um, I'm, once again, going to try to do 8BTRPG. You know why? No one else is going to, and any other 8 Bit Theatre RPG I've ever seen sucks to the ground (if any of you know I haven't played another 8 Bit RPG before, please shoot yourselves in the mouth and gurgle out the door, and then with your last remaining strength, call your priest friend and tell him or her to deliver amnesia pepperjack sandwiches and to heal you after they've taken affect. Then come and offer your soul-- I mean talents- to this thread!). I realise my 8BTRPG project which was done in slight collaboration with Seran is the best you fans have ever seen. and then NONE OF YOU DOWNLOADED THE DEMO AND MADE ME GET BORED FROM THE GODDAMNED THING!!! So, I would like this time to be better. I've seen a few genious minds mill around the normal and more quality-inclined people. Such genious would be... for example, Seran, or Wizard Who Did It (who I really hope can help again this time), and even a few people I don't remember, and a guy named Lord Snubbel or something who just came across my radar from part insanity part awesome in the past few weeks I've been back. Anyways. Enough rambling. I have some work already done.. and a lot of you probably remember the thread we had, and maybe even the game... I don't remember a lot, so if we could help each other make a really good game-- because I'm your only hope-- post here. With ideas. Of your own, or at least those slightly above trashy.

The battle style I've been thinking about is very obtainable in rm2k3 (RPGmaker 2003), which, if we can't get anyone to do scripting on rmxp (RPGmaker XP), which is laggy to most old computers in the first place, is what we have to use. It involves multiple forms of attack instead of a normal "attack" command, and invovles the characters talking, involves an "energy" meter for each party member, and involves factors and individual character-bound meters/stats that make the battle more interesting. Also, I think it'd be cool if only one other person besides the light warriors joined the party at any point in time (like the Light Warriors and WM, or the Light Warriors and Cloud). I leave an example, Thief, to your viewing pleasures.
(fyi, the "~><~" things are not there for decoration. The list is not complete, and there are things I have missed out, or have not studied yet. That is what those are for.)

-Thief:-

First Class: Elven Thief
Attacks: Attack (The normal attack for Thief. Attacks multiple times based on weapons and level. Two weapons always attack twice.)
Single Strike (Uses very little energy, and raises attack power slightly. Uses fair enough damage for Thief to use this frequently, but crit rate is awful because he isn't hitting multiply.)
Knee Jab (If Thief can manage to pull off this move, he jabs the enemy in the head with his knee, does enormous damage.)
Mug: Attack enemy and steal less gil than normal. Enemy has a low chance of dropping an item.
Strategies: Steal Gil (Steals an amount of gil. Is pre-chosen if Throw Gil is used before it.)
Steal Weapon (Steals a weapon if the enemy has one. Very low chance of succeeding.)
Steal Wardrobe (Steals the enemy's skin, fur, or clothes. Weakens the enemy greatly, but the enemy has a very high chance of running away, with no reward exp.)
Disarm (Sets Thief to steal the weapon of any enemy that uses their weapon to harm Thief between this turn and his next turn.)
Hide: Different from the magic. Thief turns invisible. Next turn, he has 100% accuracy with any attack he uses, and 2x attack power.
Skills: Throw Gil (If a set amount of gil is thrown, it does that much damage. If the player chooses "random', Thief throws a reasonable amount of gil that's reasonable enough to steal back from the enemy who he threw the money at.)
Throw (throws an item in the inventory at an enemy or ally. Items take on added affects sometimes.)

Second Class: Ninja
Attacks: Jump (Classic Dragoon move. Jumps to avoid damage for one turn, and comes down with twice the attack power as normal through half the next.)
Strategies: Throw (Thief braces himself to throw any enemy that tries to harm him physically at another. Automatically blocks all attacks.)
Skills: (Throw upgrade) (Thief can throw an ally at an enemy)

Factors:
Generosity (Several things can opt Thief to share his wealth with the party in other ways besides sharing what he steals from enemies they face together. A strong player that's mastered Thief's generosity will be granted bonus sums of gil, and free items occassionally during their adventure.)
Invincibility (Based on how the player is controlling Thief and how much the enemy hits him, Thief's invincibility rating is lowered. Thief is capable of enormous potential and attack power, beyond RM and questionably Fighter, and uses no MP for most of his attacks, but this power can be weakened by a lower invincibility rating. However, the team will respond more positively to a lower invincibility rating, and bond more with Thief, the lower the rating is.)

Run-Down:
Another self-geared character, like Black Mage, Thief is completely geared toward the fact elves are better than everyone, and so he deserves the wealth and everything else that they have. He constantly makes note that he is a genius when it comes to profit, in any sense at all.
In battle, Thief's multiple attacks and stealing can be a serious plus. Thief and RM have really good HP and defense, and Thief dodges a lot of attacks if an enemy is stupid enough to attack him. The biggest shortcoming is Thief's mouth, which discourages his team mates.
Thief's mouth, or his Invincibility gauge, is one of the worst aspects of the team, as he weakens his party members. Thief can carry the team, but not half as well as Fighter. Letting Thief get hit occassionally, or not giving him the awesomest directions in battle is usually smart, but how low should he go? A low Invincibility gauge means the whole team is stronger. But Thief's strengths become even more valuable as the adventure advances.



For those that really feel like reading, I have posted up the other three Light Warriors. Now, there's no direct reason to read, but my sheer creative genious can be a bit addicting, so if you can't stop reading, go ahead. Then, of course, feel free to even read the characters a second time. To those that feel like puking after reading so much, or you are pissed off at me calling you a pokémon, you can post your own tips or ideas up here. To those that have talents the game might need, since this is NOT a personal project I'm doing just for the heck of it; it's the real 8 Bit RPG, please offer them up here.

-Black Mage:-

First Class: Black Mage
Attacks: Knife (Depending on BM's patience, this attack can do an incredible crit. Otherwise, very weak.)
Strategies: Use [ ] as a Human Shield (sets a player to recieve all physical damage aimmed at him, much like Guard)
Pray (raises MP slightly, and magic attack)
Stabbity Death: Increase attack power and cast berserk on self.
Magics: Feather: Float status one ally.
Bolt 3: Strong lightning element.
Dispel: Removes magic protection and enhancements.
Obliterate: Attempts to kill all enemies. Extremely low accuracy.
Fire 3: Strong fire element.
Bio: Strong poison element, and poison status.
Warp: Warps back to entrance.
Break: Stone status.
Quake: Strong earth element.
Drain: Drains HP and gives it to the caster.
Aspil: Drains MP and gives it to the caster.
Flare: Very strong non-elemental attack.
Death: Kills one enemy.
Meteo: Very strong non-elemental attack.
Raise Dead - Brings a party member back, but that member is zombified, with 0 HP.
Hadoken: Strongest non-elemental attack, but can only be used once a day/intense recovery.
Fighterdoken: Does damage on Fighter, but there is no chance of harming party members. Attack power is based on Fighter's attack, and Fighter does NOT use up a turn, but it sacrifices huge stamina for Fighter.

Second Class: Blue Mage
Attacks: None gained.
Strategies: ~><~
Magics: Poison Gas: Heightened chance of poison, less damage.
Dazzle: Paralyzes the enemy.
MegaFlare: Strongest non-elemental attack.
Explode: Sacrifice all HP for damage relevant to remaining HP.
Tsunami: Strong water element.
Mind Blast: Paralyse and poison all enemies.
Roulette: Picks a random enemy or ally to die.
White Wind: Heals all allies with HP equal to the caster's.
Magic Hammer: Halves enemy MP.
Guard Off: Lowers defense of an enemy.
Goblin Kick: Deals random damage for no MP usage.
1000 Needles: Does 1000 damage for a huge MP cost unavailable from early in the game.
Aero 2: Strong wind element.
Flash: Blinds all enemies.
Dissapear: Hide status one ally.

Factors:
General Weakness (Black Mage doesn't attribute much but incredible destruction to the team, and has low HP and defense. He is a negative asset to the tean in this sense.)
Patience (BM gets less patience the more his team mates piss him off, or the enemy harms him. With less patience, BM's attack power will increase phenominally, but his party members are affected more by group attacks, and single attacks may randomly be casted on whoever has the lowest HP.)

Run-Down:
Black Mage is a very self-serving organism that seldom cares for his team mates (and, actually, wants them all dead), and has powerful magics that can smite their enemies down quickly. He is undoubtedly needed in the team, however, he makes himself a hassle with his dry wit and sarcasm.
His low HP can make for an awful time during battle. During non-boss battles, it might even be smarter to keep him out of the team. However, there are many ways of keeping Black Mage alive, though it might take skill, knowledge, and a bit of in-game secrets.
Power comes at a price with his special Patience gauge. Black Mage will get more careless about his comments (and will talk more), and will actually harm party members if his Patience gauge is lower. But a higher Patience gauge merits less attack power, and more over, less criticals.



-Fighter:-

First Class: Heavy Swordman
Attacks: Downward Slash (Uses more energy, but is stronger, and has a higher crit rating. Using this raising crit in battle slightly.)
Horizon Slash (A normal slash.)
Combo Slash (Press buttons to add more attacks, within a set time limit. Uses huge energy, but can produce high attack rates.)
Strategies: Read a Book (Uses a turn, but heals MP based on focus, and raises attack power and focus afterward.)
Guard (Protects one team member for 3 turns, and reverts any damage to himself.)
Refuse Death: Allows Fighter to skip a turn of offensive attack to make sure he survives any attack with at least 1 HP.
Techniques: Monkey: Fighter jumps into the air and comes down 8 times striking random enemies.
Ram: Fighter performs either an armor break lowering his enemy's defense or weapon break lowering his enemy's strength.
Ox: Fighter deals massive damage to the target, and loses HP equal to half that damage.
Tiger: Fighter is able to attack twice per turn for three turns.
Horse: Fighter kicks an enemy out of battle.
Rat: Fighter casts haste on all party members, but this has a lower chance of working.
Rabbit: Fighter jumps into the air and lands back on the ground creating a shockwave dealing terrain damage to all enemies.
Dog: Fighter forwards striking all enemies.
Rooster: Depending on how bright it is outside, Fighter deals more damage. At night, Fighter will put the enemy to sleep. At morning, Fighter will cast Blind on all enemies.
Pig: Fighter deals damage against the enemy which Fighter regains. Small chance of causing numerous status ailments.
Snake: Fighter attacks twice with increased damage and has a 100% chance of poisoning the enemy.
Dragon: Fighter runs forward scraping his swords upon the ground, attacking a single enemy. Deals extra terrain damage if on soft ground. Dragon tech is used much better if on solid ground, creating sparks and engulfing the blades in flame to strike a single enemy with a fire elemental attack that is much stronger.

Second Class: Blade Knight
Attacks: None gained.
Strategies: Increase Power (Raises focus level, and hightens weakness levels in attack.)
Techniques: Cure 2 (Heals HP)

Factors:
Auto-Guard (Can be set in the Fighter menu. Fighter will randomly protect the party member of your choosing, including Fighter, himself. If Fighter protects BM, BM loses less patience with him, and obviously prevents a useful party member dieing. If Fighter protects Thief, Thief gives the party free items occassionally and Fighter's focus raises slightly. If Fighter protects RM, RM's die-rolling is luckier, and Fighter uses less MP per skill. If Fighter protects himself, his focus goes through the roof, and damage to himself is halved.)
Focus (The less MP Fighter has, and the more serious the battle is, the higher his Focus rating is. If his Focus rating is high, he won't talk during battle, and he'll be a great attacker. If his Focus is low, he'll won't take the battle as seriously, he'll talk a lot during battle, and miss enemies a lot.)

Run-Down:
Smart, sassy, and imaginative. All words Fighter might use for himself. Fighter's imagination often distracts him, but his heart is definitely made of gold and he could easily beat out any one of his team members at any time. He is likable to anyone, even though he has intellectual shortcomings.
Fighter is an obvious asset to the team, as he basically can own anything that encounters him. Furthermore, his Auto-Guard system encompases four different styles of gameplay to the team. His skills can quickly make enemies toast, but MP cost can become annoying. His tendency to talk to his party members excessively is definitely a con to his abilities.
His gauge, Focus, is based on the two common personalities he has. On one hand, if his Focus gauge is low, he acts like good ol' Fighter, and talks when he shouldn't, makes BM mad, and pulls off amazing moves. On the other, if his Focus gauge is high, he is much more managable, and he is capable of incredibility. There is no question his Focus gauge should be high, unlike all the other members. But what makes him tick can be very hard to learn and there might be tactics to sacrifice to power Fighter's Focus gauge.


-RM:-

First Class: Jack of all Mages
Attacks: Melee Damage (common attack. Can be raised by adding properties to RM's sword.)
-can learn-
Ravage (attacks a multiple amount of times, with shield, and sword. Has heightened crit chance.)
Int Sword (gains higher damage and crit rate according to Intelligence rating.)
Strategies: Edit Character Sheet (RM is capable of almost anything with this skill, and it changes RM's abilities, stats, and magics in AND out of battle, until changed again.)
Execute Plan (RM will execute, by himself, a plan. Planning will use a turn, and the next turn, RM will do something based on his intelligence score.)
Coat Weapon (Coats RM's weapon with a useable or magic. For 3 turns, RM's sword takes on the affects of that item or magic. RM's next turn comes twice as fast.)
-can learn-
Steal Character Sheet (Steals an enemy's character sheet, RM can control that enemy for a turn instead of taking his own turn.)
Magic Block (If an enemy tries to use magic on the ally RM is Magic Blocking, the magic damage is reverted to RM.)
Magics: Slumber: Sleep status.
Venom: Weak damage, poison status.
Blind: Blind status.
Fire 2: Medium fire damage.
Lit 2: Medium lightning damage.
Ice 2: Medium ice damage.
Slow: Halves turn speed.
Ice 3: Heavy ice damage.
Break: Stone status.
Paralyse: Paralyse status.
Antidote: Heals poison.
Cure 2: Heals HP.
Heal: Heals all status ailments.
Libra: Shows intense monster information.
Exit: Can be used to escape battles.
Confuse: Confuse status.
Mute: Silence status.
Haste: Doubles turn speed.
-can learn-
Warp: Warps back to entrance.
Fog: Raises evade by 40%, defense by 15%.
Drain: Drains HP and gives it to the caster.
Aspil: Drains MP and gives it to the caster.
Death: Kills one enemy.
Bio: Strong poison element, and poison status.
Protect: Raises physical defense.
Safe: Raises magical defense.
Cure 3: Heals HP a lot.
Life (RM): Heals from death with one-digit HP.
Sabre: Raises accuracy by 40%, raises damage by 15%.
Doublecast: Allows RM to cast two magics in the same turn.

Second Class: Mime
Attacks: Gained through last move
Strategies: Gained through last move
Double Mime (sacrifices a turn so RM can memorize the last two actions the party used.)
Magics: Gained through last move

Factors:
Extra Magics (RM has a vast knowledge of spells, but he only carries a couple unless he changes his character sheet. His knowledge of magic also allows him to be able to learn magics from fifth party members, and also from enemies (rarely).)
Intelligence Score (Also edittable through character sheet editting, RM uses his intelligence for not only planning and executing, but for relating to his party members. However, intelligence is traded like a stat, so with a higher intelligence rating, RM is weaker.)

Run-Down:
Dungeon and Dragons fan, he is a real life roleplayer. He believes the world to be a giant roleplay, and he acts upon this. His shortcomings are that he tries his hardest to be dextrous, no matter what the cost, and it doesn't take a rocket scientist to see how much he contributes to the team.
RM tends to be a powerhouse in regards to his inherant ability to change his stats and magics at a whim in battle, and outside battle. He learns magics sometimes, and depending on what the player designates as RM's stat, he has the ability to be a great part of the team.
With his extra Intelligence stat, RM can be even more powerful using plans in battle, of his own devices. Depending on the Intelligence stat, he can provise incredibly battle-altering moves, and the show he puts on with his plans are great. However, the higher his Intelligence stat is, the less stats he has to spread around.

Last edited by Jared Todd; 01-27-2007 at 08:35 AM.
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