Looking great so far! :)yeah. the first one will be turn gauge, so TG, and second is health point, and third one is mana point.
I like the Turn Gauge concept. That's pretty nifty. At least, that IS a turn gauge, right? :O
That'll be okay too, but what happens if you try to run into the enemy, enemy tries to run into you, and slips past each other? that would be pretty weird. Oh well, more brainstorm time!for that, I think you need to check collision detection with enemy right after you move, then another time after every single enemies moved
and whats more amazing, this is ur first RPG right? i find that fantastical =D.Nope, this is not my first RPG, although others were more experimental/ never showed up in the net, and got deleted like a year ago or so. I made 2 working RPGs, one menu based, one semi-graphical. I didn't know how to unarchive the prgm through asm program before, and was limited by the ram memory restriction... Oh, btw, I also tried Xlib RPG, which was okay, except I make crappy sprites. So yeah. Anyway, I have life in my way, which is making this coding very slow (at least in my point of view) and ETA will be like... summer of next year?
:randInt(1,4,3->L1
:For(A,1,3
:If L1(1)=1
:D-([A](C,D-1)=0->D
:If L1(1)=2
:C-([A](C-1,D)=0->C
:If L1(1)=3
:D+([A](C,D+1)=0->D
.
.
.
yeah many people tend to judge the book by its cover. There are also the people who label a game as horrible, bad and not worth the download if it's large in size, even if it should be the opposite for many gamesyeah especially for RPG, you can't expect to get really good game if the game size is less than 10k. Especially if they claim it to be graphic, which will probably be because it's graphic opening screen and text game play. Well, I at least try to optimize the code as much as possible, so that I wouldn't need to make the game 50 subprograms and 1 main program. After I'm done with the main engines, like walking and recognizing events, battle engine, and some other quest-related things, it would be fairly easy to finish, just entering some data, like map, weapons, etc...
Well, I at least try to optimize the code as much as possible, so that I wouldn't need to make the game 50 subprograms and 1 main program.Sub Programs are evil!
What will be the new battle system like?I want the battle to be real-time, and since I will incorporate crafting the weapon (by user) to be in game, each weapon will have the timer, and if you use the timer, you can't do anything (move, use other weapon, etc...)
Hmmm a simple and effective way in speed and readability that I personally use is:
in a separated program:
PRGM:ROT
:Ans->R
:If R=1
:Then
://subroutine one
:End
:If R=2
:Then
://subroutine one
:End
Say you have 20 subroutines. Split them in two parts to extra speed:
:If R<20
:Then
://all the subroutines before 20
:Else
://all the subroutines after 19
:End
Now from the main program to call a subroutine just:
:2
:prgmROT
What i don't like about Goto, even when there are no memory leaks, is that if the program is absolutely massive, it takes a long while to load when a label is at the complete bottom of a programI agree. It takes forever when the labels are farther down, so for that code the subroutiens are at the begining.
In the above quote, the second to last line needs to beThat makes a whole lot more sense
:2->R
(altough I'm sure Builderboy could maybe improve that)You are too kind, I think you did a fabulous job :)
No, I think the beginning of the subprogram does that for you.Exactly.
Ans->R
which means if you entered
:2
:prgmROT
prgmROT stores 2 that's in Ans to R variable.
I agree.(altough I'm sure Builderboy could maybe improve that)You are too kind, I think you did a fabulous job :)
I myself use the Lbl subroutine jumping thing. Although usually i will permit myself 1 subprogram if i need to.
hmmm... may be instead of Ans, you can manually store the value in Real variable, like 1->R or something like that. and the beginning of the program can be like,Yes, that solves nicely. But there are 2 extra bytes for each call and remember R can be defined by other TI-BASIC programs or even by the user.
Loliloli! -Wait what?::)
walking loop (Repeat Z or exit out of boundary
getkey->_theta_
Walking code
[A](C,D)(_theta_=25 and 8>[A]=(C,D)->X
End
If X=1
-event 1-
If X=2
-event 2-
etc...i like this new title screen. I liked the other one too, but (no offense) it looked a bit like generic BASIC games you find on ticalc.org x.x
The planet that these people live is called 'Nuvehil,' which means the New World. It is very much similar to the Earth, except they lack much of the metals and ores, such as iron, copper, gold, etc. However, Nuvehil has some crystals around, and they are used as a currency. Different color of the crystals mark their values. Clear crystals, which are the most abundant, are the lowest currency, and the black crystals are the most rare and so they worth a lot. The crystal values are based on 100 system, where 100 clear crystals equal to 1 pink crystal, 100 pink = 1 red, 100 red = 1 crimson, and 100 crimson = 1 black.
There are 2 types of xp.
- Combat xp.
- Social xp.
Combat xp. are given after the battle or the quest.
With Combat xp. you are able to give points to
- Strength
- Dexterity
- Toughness
- Intelligence
Social xp. gives points to
- Crafting
- Brewing
- Writing
For the Combat stats, there areAnd they are usually modified by the weapons, armors, or whatever the character uses.
- Life
- Attack
- Defense
- Critical %
- Miss %
- Speed
- Knowledge
- Mana
- Resistance
Crafting is for making weapons/armors, Brewing is for making potions, and Writing is for making scrolls.
Something terrible happened... I tried to use simplethinker's string -> matrix asm program, and it gave me a ram clear. A ram clear wasn't too bad, since I had TLM progress in the group, but then I found out that it disabled my usb linking port. I could not back up my files, because my calculator would not connect to the computer. I had to clear all of the calculator's memory, and I lost all my progress :(Ouch, sorry to hear that. Couldn't you have ungrouped it and just coppied it down to paper? Hope it works out though.
Good thing, tho, is that I have some pieces of engine codes lying around my room, so if I find them, it shouldn't be too hard to rewrite them on calc.
Nice, so the title screen is a map? I wonder how much memory does it take? Sometimes we can save a lot of RAM hardcoding pictures instead of storing images in actual picture files.Yeah, and sometimes it even looks cool (especially in this case).
:{15231561,42133313,62186251,48604839
:For(X,1,dim(Ans
:Line(iPart(Ans(X)/E6),iPart(E2fPart(Ans(X)/E6)),iPart(E2fPart(Ans(X)/E4)),E2fPart(Ans(X)/E2
:End
The story will be based on the character's action. And one action will cause a chain reaction, and the story will go on like the real world. I don't know if I can achieve this on calculator with BASIC tho, because I'm not Builderboy ;DWell it can be made at a certain extent.
wait so now the calc can crash just by linking it to the computer? Wow, that's an all-time low. How do we backup our stuff on the PC now???Unfortunately, I've heard of this happening just linking some people's calcs to the computer when the only Asm programs on them were the default Apps. Somehow, TI connect is to blame.
Looks great! You may want to add a pixel of space between the text where it says "Attack/Skills/Inventory/End Turn" so it will work on the MP OSes.There wasn't enough space to put a pixel of space in between, so I'm still trying to figure out what to do with that.
Wow that looks great! I can see you put in a lot of time into that battle system, it really looks like its going to be really effective and awesome :D It's so glad to see you again, can't wait for more progress on this! ^^Thanks! I really hope I can finish this too!
(http://www.omnimaga.org/index.php?action=dlattach;topic=1012.0;attach=265;image)
I'm 21 pages late O.O I'd like to say this looks cool, but then again all basic graphical stuff looks great to me as I can't do it :P
(yesterday @02:24:12]
I guess this is a little huge update plus looking for a bit of help post.
I'm going to include the list of skills (All of them totally unbalanced) that I've been brainstorming to be included in the game.
And there are many sections that I have yet to make any skills for, this is where you guys can help Cheesy
Give me as many skills as possible!! It can be really generic, or really out of the box (I do prefer out of the box skills), just don't go overboard with crazy skills that will be overpowered (e.g. MA LAZOR - enemy instantly die!). Something that you think will work and that can be somewhat balanced Tongue
notes:
the (A), (S), (P), (S/A) in front of the skill name is the nature of the skill.
(A) - This is Attack, and you may not use more than 1 Attack on same turn.
(S) - This is Skill, and you may not use more than 1 Skill on same turn.
(P) - This is Passive, and each Passives stack amongst each other, and is permanent
(S/A) - This is both Skill and Attack, so you may not use both Skill and Attack on that same turn after you use S/A.
The battlefield is 16 spaces long, and 2 spaces high. It's in platformer style so 2 spaces high means lower space is ground, the higher space is air.
TLM skills
Archery Skills
(P) Overdraw (Increase max range for bow class)
(P) Tuned String (Increase min range for bow class)
(S/A) Piercing shot (Hit for 120% physical damage with 70% chance to cause Bleed)
(A) Arrow thrust (Melee attack, does physical damage with chance to cause Bleed, ignore min range)
(S/A) Aerobatic Shot (Jump back 2 spaces, shoot arrow forward while in air)
(A) Sniper (Hit enemy regardless of range)
(P) Bullseye (10% chance critical hit will do 3x instead of 2x)
(A) Knockback (Physical Attack that knocks back enemy by 1)
(S) Lock Aim (Gives 100% accuracy)
(S/A) Strafe (Shoots arrow 3 times, but unable to attack/move next turn)
Psychic Skills
(S) Dimension Lock (Enemy unable to move for a turn)
(S/A) Desync (Inflict psychic damage, with a chance to cause Stun)
(S) Insanity (Chance to cause fear or frenzy)
(A) Neural Shock (Inflict lightning damage with a small chance to cause shock)
(S) Lift (character flies after this turn with mana drain)
(P) Focused Mind (Increase all psychic damages)
(A) Telekinesis (Inflict physical damage and knocks back by 1 space)
(S/A) Mind freeze (Inflict small psychic damage with chance to cause disrupt)
(A) Rend (Inflict physical damage with chance to cause bleed)
Assassin Skills
(P) Fade (Increase agility)
(S) Shadow walk (Disappear for one turn)
(S/A) Backstab (Jump to other side and do 130% physical damage in melee, ground position)
(S) Tumble (Move forward or backward by 3 space)
(S) Doppelganger (Increases evasion)
(A) Dart (Dagger does range attack with 90% physical damage)
Soul Skills
(A) Whisper (Inflict psychic damage)
(A) Torment (Inflict physical damage with a small chance to cause Fear)
(S) Spirit Realm (Increase Soul skill damage with a small chance to cause delusion on oneself)
Alchemy Skills
(A) Acid bomb (Inflict poison damage with chance to cause Corrosion)
(P) Catalytic Hand (Decrease Mana cost of alchemy skills)
(S) Fiery weapon (Add fire damage to weapon for 1 turn, grants chance to cause fire on weapon attack)
Rune Skills
Elemental Skills
(A) Fireball (Cast fireball in a line, inflict fire damage to enemy with chance to cause Burn)
(A) Spark (Cast spark around character, inflict lightning damage to enemy with chance to cause Shock)
(A) Ice Beam (Cast ice beam in a line, inflict ice damage to enemy with chance to cause Freeze)
(A) Gust (Cast gust around character, inflict wind damage to enemy with chance to push enemy away by 1 space)
(S) Hail (Increase all ice damages)
(S) Whirlwind (Increase all wind damages)
(S) Scorch (Increase all fire damages)
(S) Charge (Increase all lightning damages)
(S) Wind drift (character flies for 2 turns)
(P) Fire mastery (Increase fire damages)
(P) Ice mastery (Increase ice damages)
(P) Lightning mastery (Increase lightning damages)
(P) Wind mastery (Increase wind damages)
(S) Wind walk (Move forward or backward by 4 space)
Martial Skills
(S/A) Throw (Pick up enemy and throw 2 spaces, dealing physical damage. Works on melee and on ground-enemy only)
(S/A) Running Blow (move forward 1 space, deals 120% physical damage, knocks back enemy by 1 space)
(S) Dash (Move forward 3, if this overlaps with the enemy you go behind the enemy)
(A) Wild Punch (Melee attack with 2x critical damage with 10% loss of accuracy)
(P) Discipline (Increase all physical damage done with martial skills by 10%)
(A) Smite (30% to do critical damage)
(S) Side-step (Increases the chance to evade enemy's 'line' attack for a turn)
(S) Taunt (Chance to cause frenzy)
(S) Rage (Increases physical attack to 200% but cannot move next turn and lowers defence)
Cleric Skills
(S) Enchant (Increase stamina and all physical damage)
(S) Bravery (Remove fear)
(S) Prayer (Certain chance to remove physical status effect)
(A) Judgment Light (Inflict psychic damage)
(A) Plague (Inflict poison damage)
(S) Repulsion (Push enemy by 2 spaces)
(S/A) Holy Aura (Inflict fire/ice/lightning damage, closer you are, more damage it causes)
(S) Divine Intervention (30% to remove all statuses every turn after casted, but drains mana when it's on)
Battle status
Physical:
Bleed - Lower maximum HP
Corrosion - decrease HP and defense
Burn - decrease HP at certain %, can stop burn after certain number of move, cancel out freeze
Freeze - can't attack or move, cancel out burn
Shock - moving or doing anything physical causes damage
Mental:
Stun - can't do anything
Fear - cannot aim or move toward opponent
Frenzy - can only physical attack, lowers defense, can't leave battle
Delusion - lowers accuracy
Disrupt - can't use skills
(yesterday@03:20:08)
One suggestion (you may ignore this.)
The name "Death mark" sounds like 1-hit KO move, even though its use is completely different.
Maybe change the name to "Lock-Aim" or something like that?
(yesterday @03:23:15)]
ooh true, I actually like the Lock Aim better Cheesy thanks
(yesterday@04:24:08)
I got one:
Cleric Skill
(S)Unbind: Remove Disrupt with 70% chance
Martial Skill
(A)Wild Punch: Punch that pushes enemy
(yesterday@04:36:07)
as for Unbind, I don't think it works because Disrupt by itself means you can't use any skill, which means you can't use the skill Unbind. But I took the idea and changed the name/effects tho ((P) Divine Intervention (10% to remove all mental statuses every turn))
Changed Wild Punch's effect to be more befitting its name, also since its effect seemed kinda similar to Bash.
post updated.
Edit: Switched Wild Punch's category from Martial Arts to Combat, since it seems more oriented to Combat
Now that I think about it, Combat and Martial Arts are pretty similar so I'm going to just move all Combat skills to Martial Arts skills and delete Combat skills altogether
Edit 2: Huge edit in the skills, added in tons of new skills, deleted some, modified a lot of effects
(yesterday@15:31:50)
I tried to add to the skills that had the least amount of entries in order to balance things out a bit more. Smiley The skills I wasn't too sure about (Soul and Rune) I didn't touch.
Martial Skill:
(P)Counter: Has a chance to automatically retaliates against physical strikes if the target is within range.
(P)Side-step: Gives a 10% chance to evade an enemy's physical attack.
(A)Flying kick: A strong attack that knocks the target back a space. May cause stun.
(A)Fatal blow: Has a high chance to cause a critical hit. May cause bleeding.
(S)Berserker's rage: Puts player in a frenzy state for 3 turns.
Psychic Skill:
(P)Barrier: Reduces damage taken by 10% (Could be a Skill instead and last a predetermined number of turns)
(A)Telekinesis: Hurls an enemy back several spaces and causes damage. May cause stun.
(S)Mind freeze: Inflicts Disrupt status for 5 turns.
(A)Rend: Inflicts damage to target's internals. Has a high chance to cause bleeding.
Cleric Skill:
(S)Mend: Replenishes a small amount of health.
(S)Recover: Replenishes a small amount of health. Heals a small percentage of health over the next 3 turns.
(S)Heal: Replenishes a medium amount of health.
(S)Restore: Replenishes a large amount of health.
(S)Cure: Removes status.
I'd suggest moving smite to cleric and possibly changing it's effect.
Thief skill:
(P)Stealth: Increases evasion by 10%
(S)Steal: Attempts to steal an item from an enemy.
(S)Vanish: Player attempts to escapes from battle(regardless of position). Does not work against bosses.
(A)Death strike:Has a high chance to cause a critical hit. May cause bleeding.
(A)Mug: Deals damage. Has a chance of stealing an item
Alchemy Skill:
(S)Temper: Increases damage done with melee weapons.
(P)Medicine man: Causes healing items to replenish a larger amount of health.
(yesterday@15:44:44)
Wow thanks! funny thing is, I added in the skill Counter to Martial Arts Skills, but scrapped it due to it be possibly overpowered.
Also there are some skills that I already have in there, such as Cure and Stealth.
Why would you suggest moving Smite to cleric?
smite:
1. to strike or hit hard, with or as with the hand, a stick, or other weapon.
2. to deliver or deal (a blow, hit, etc.) by striking hard.
Is it because of diablo 2's influence on the skill smite? Tongue
And I haven't exactly figured out what to do with Rune Skills yet, I may just scrap it, but who knows. Also, I'm really debating whether I should add in healing type skill or not (curing status is fine, but not HP or MP heal). I'll add in when I think it's necessary since it's easy to implement Tongue
Edit: Don't understand the effect of berserker's rage, since frenzy is not a beneficial status... It restricts movement and skill use, plus it lowers your defence. So I changed the effect Tongue
Edit 2: I realized I actually didn't want the typical-thief skills in the game, so I changed the Thief skill to Assassin skill as that is more befitting. No item-stealing for this game x.x Also I don't like the auto-run skill such as Vanish Undecided
(yesterday@16:00:09)
I've often seen smite used in a religious context, but due to it's definition, it could fit wherever. My suggestion was just based on "flavor", not the actual moves effect. Smiley I did not see anything like "cure" or "stealth". Stealth is meant to be a permanent passive boost to evasion. Fade(p) increases agility and Doppelganger(s) does increase evade, but as a skill i assumed it was a temporary boost. As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status. I didn't see that frenzy blocked the character from moving, that could be a hindrance (unless the enemy is backed into a corner or unable to move). The idea though was that you sacrifice defense in order to hike your attack way up and wail on your opponent for 3 turns. Smiley
(yesterday@16:18:21)Quote from: Art_of_camelotI've often seen smite used in a religious context, but due to it's definition, it could fit wherever. My suggestion was just based on "flavor", not the actual moves effect. :)Hmm okay, it's not a huge deal, plus I think Cleric skills might need a physical damaging skill.Quote from: Art_of_camelotI did not see anything like "cure" or "stealth". Stealth is meant to be a permanent passive boost to evasion. Fade(p) increases agility and Doppelganger(s) does increase evade, but as a skill i assumed it was a temporary boost. As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.
I don't want a skill to be a MUST-GET for every characters out there, since I think a permanent passive boost to evasion is pretty significant and overpowered thing since it greatly boosts you not getting hit 1 out of every 10 attacks. And yes it is a temporary boost, for a reason stated above Smiley With actual skill it becomes more of situational skill. Do I sacrifice MP and skill turn for better chance to evade, or do I use that MP and skill turn for more offensive skill?Quote from: Art_of_camelotAs for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.
Again, I think 100% to cure all status seems pretty overpowered Sad And I'm considering changing the effect of prayer from chance to cure all statuses to chance to cure physical statuses and change Alchemy's skill Transmutation Dust to some other effect or just scrap it.Quote from: Art_of_camelotI didn't see that frenzy blocked the character from moving, that could be a hindrance (unless the enemy is backed into a corner or unable to move). The idea though was that you sacrifice defense in order to hike your attack way up and wail on your opponent for 3 turns. :)
Yes, I put in a skill called Rage which puts in an effect where you are granted boost in attack but also penalizes you for it.
Edit: Updated the previous skill post
(yesterday@???)*This last post of my responses was reconstructed from my memory*
1.As I said it doesn't really matter, it could be used in either. ;)
2.)Ok, makes sense.
3.)Same as above, but either of the could be late game skills or have a significant cost to use.
4.)That's cool, i like the idea of a "berserk" skill reagardless.
5.)I see you updated your above post. I don't mind the thief class being changed to assassin. I usually group thief/assassin/ninja classes similarly, thus the skill suggestions. Also, the vanish skill i suggested is not 100%. It only has a chance of working. I understand if you think it's overpowered or don't want to use it.
No problem. ;) It would have been a pain for you to have to recap and retype. Not to mention that if you didn't have the changes saved it could be difficult to remember some of the suggestions. I'm just glad I had the tab open and cached. =)
Wow that is great! I like the speed improvement. What technique did you use? Did you put every event code outside the walking loop? That usually helps a lot. :)Event has always been outside of walking loop, but what I did was change the map tile format which helped to reduce A LOT of conditional checkings :) Only downside is that now the map files are slightly larger than before, but it's still manageable.
Glad to see this is still progressing btw. :)
TLM skills
Archery Skills
(P) Overdraw (Increase max range for bow class)
(P) Tuned String (Increase min range for bow class)
(S/A)[L] Piercing shot (Hit for 120% physical damage with 70% chance to cause Bleed)
(A)[L] Arrow thrust (Melee attack, does physical damage with chance to cause Bleed, ignore min range)
(S/A)[L] Aerobatic Shot (Jump back 2 spaces, shoot arrow forward while in air)
(A)[L] Sniper (Max range increased to 16)
(P) Bullseye (10% chance critical hit will do 3x instead of 2x)
(A)[L] Knockback (Physical Attack that knocks back enemy by 1)
(S/A)[A] Strafe (Shoots arrow 3 times, but unable to attack/move next turn)
(A)[A] Guided Shot (Always hit enemy, does 80% physical damage)
(S/A)[A] Exploding Arrow (Inflict 50% physical damage and 80% fire damage, chance to cause burn)
Psychic Skills
(S) Dimension Lock (Enemy unable to move for a turn)
(S/A)[L] Desync (Inflict psychic damage, with a chance to cause Stun)
(S) Insanity (Chance to cause fear or frenzy)
(A)[L] Neural Shock (Inflict lightning damage with a small chance to cause shock)
(S) Lift (character flies after this turn with mana drain)
(P) Focused Mind (Increase all psychic damages)
(A)[L] Telekinesis (Inflict physical damage and knocks back by 1 space)
(S/A)[A] Mind freeze (Inflict small psychic damage with chance to cause disrupt)
(A)[A] Rend (Inflict physical damage with chance to cause bleed)
Assassin Skills
(P) Fade (Increase agility)
(S) Shadow walk (Disappear for one turn)
(S/A)[L] Backstab (Jump to other side and do 130% physical damage in melee, ground position)
(S) Tumble (Move forward or backward by 3 space)
(S) Doppelganger (Increases evasion)
(A)[L] Dart (Dagger does range attack with 90% physical damage)
(S) Heightened Sense (Increase damage by 10%, increase accuracy by 20%, attack does Area of effect)
Soul Skills
(A)[A] Whisper (Inflict psychic damage)
(A)[L] Torment (Inflict physical damage with a small chance to cause Fear)
(S) Spirit Realm (Increase psychic damage with a small chance to cause delusion on oneself)
Alchemy Skills
(A)[A] Acid bomb (Inflict poison damage with chance to cause Corrosion)
(P) Catalytic Hand (Decrease Mana cost of alchemy skills)
(S) Fiery powder (Add fire damage to weapon for 1 turn, grants chance to cause burn on weapon attack)
Rune Skills
Elemental Skills
(A)[L] Fireball (Cast fireball in a line, inflict fire damage to enemy with chance to cause Burn)
(A)[A] Spark (Cast spark around character, inflict lightning damage to enemy with chance to cause Shock)
(A)[L] Ice Beam (Cast ice beam in a line, inflict ice damage to enemy with chance to cause Freeze)
(A)[L] Gust (Cast gust around character, inflict wind damage to enemy with chance to push enemy away by 1 space)
(S) Hail (Increase all ice damages)
(S) Whirlwind (Increase all wind damages)
(S) Scorch (Increase all fire damages)
(S) Electric Charge (Increase all lightning damages)
(S) Wind drift (character flies for 1 turn)
(P) Fire mastery (Increase fire damages)
(P) Ice mastery (Increase ice damages)
(P) Lightning mastery (Increase lightning damages)
(P) Wind mastery (Increase wind damages)
(S) Wind walk (Move forward or backward by 4 space)
(S/A)[A] Armageddon (Cast meteor front of 3 spaces from character. Inflict fire damage with accuracy of 70%)
(S/A) [L] Lightning (Cast a line of electricity out, inflict lightning damage)
(S/A) [A] Blizzard (Cast blizzard at min/max range. Inflict ice damage)
(S/A) [A] Hurricane (Cast Hurricane out, inflict wind damage, the farther enemy, the weaker the damage)
Martial Skills
(S/A)[L] Throw (Pick up enemy and throw 2 spaces, dealing physical damage. Works on melee and on ground-enemy only)
(S/A)[L] Running Blow (move forward 1 space, deals 120% physical damage, knocks back enemy by 1 space)
(S) Dash (Move forward 3, if this overlaps with the enemy you go behind the enemy)
(A)[A] Wild Punch (Melee attack with 2x critical damage with 10% loss of accuracy)
(P) Discipline (Increase all physical damage done with martial skills by 10%)
(A)[A] Double Slash (Inflict 55% of physical damage twice, small chance to cause bleed)
(S) Side-step (Increases the chance to evade enemy's 'line' attack for a turn)
(S) Taunt (Chance to cause frenzy)
(S) Rage (Increases physical attack to 200% but cannot move next turn and lowers defence)
Cleric Skills
(A)[L] Smite (30% to do critical damage, physical attack)
(S) Enchant (Increase stamina and all physical damage)
(S) Bravery (Remove fear)
(S) Prayer (Certain chance to remove physical status effect)
(A)[L] Judgment Light (Inflict psychic damage)
(A)[A] Plague (Inflict poison damage)
(S) Repulsion (Push enemy by 2 spaces)
(S/A)[A] Holy Aura (Inflict fire/ice/lightning damage, closer you are, more damage it causes)
(S) Divine Intervention (30% to remove all statuses every turn after casted, but drains mana when it's on)
O.O Holy cow! That's a ton of weapons! In regards to the save game protection, I think I'd put some sort of checksum or something in to help discourage cheating. There will always be those that will try. :/Yeah I've decided to implement checksum, and also check for random seed value and stuff.
It's miraculous how you could fit that into 24KB of RAM!
Holy moly it's been a long time.
Just thought I'd say I started developing this again :)
https://codewalr.us/index.php?topic=748 (https://codewalr.us/index.php?topic=748)
You can read up on the progress here :P Or I can just keep cross posting here and there too, if you guys would prefer it that way