*would join if had the time*
[spoiler]Sorry, I’ve never actually done one of your rps I’m pretty sure. This one looked really cool with the system you implemented. I just don’t have the time for it!😅[/spoiler]
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[spoiler]That might be because this is the only one I’ve ever done! :p Anyhow, no problem! RPs not for another two weeks at minimum, so if you wind up getting some time later, I’d be happy to let you in![/spoiler]
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*gasp* Does this mean you want in! Cool! . . . I, eh, can’t get anything recorded until later today, though. I won’t be on my computer for a bit. But we can still run you through the questions! [b]"HIIIIIIIIIIIIII!"[/b] A woman yelled, suddenly appearing behind you. "My name's Molly, communications officer of the Black Egrets! I'm here to help you set up your character sheet! So, first thing's first, let's talk about your attack slots! You have 5 of them, and can fill them with any attacks you want! Bear in mind, though, that this 5 limit is divided between regular attacks, and special ones. What's the difference? Well, regular attacks can be used as many times as you want! Melee strikes will always be singular powerful hits, and ranged strikes will strike at least 2+ times, but with lighter hits. They'll also always add up to the same attack total (20). Special attacks have to have some sort of limit on them. An regenerating mana bar, a certain amount of shots before needing to refuel at an ammo station, simply needing to reload, etc. Can be whatever you want! They can also break the 'melee single powerful strike', 'ranged multi weaker strike' rule, and their damage values can be higher (the less you can use it = higher damage). These also include things like heals, status buffs, and the ability to analyze enemies. Things to keep in mind when choosing powers; Enemies will either be Melee (M), Ranged (R), and/or Visible (V). You'll need to match up your attacks with the enemy type to hit them. Most attacks will only be able to hit Visible enemies, but if something does hit invisible ones (like a homing missile or something), then it'll be MUCH weaker than standard moves. Enemies can have Defense (DEF), and Multi-Thresholds (MLT). DEF means they'll knock off a certain amount of damage with each strike, meaning single powerful hits will be more effective. MLT means they'll be able to tank a certain number of strikes each turn, so multiple weaker strikes will be better. You'll always have a move to raise your own DEF by 1 for that turn, and a move to raise your MLT for 2 for that turn. (Defend and Dodge respectively) So, no need to worry about sacrificing an attack slot for these! You can't see enemy health bars by default, but you can give yourself some sort of scan ability if you'd like to! In addition to these you'll have Blockbuster attacks, which is where you'll want your super cool finisher moves. We'll make those a bit later, but just be sure to save your biggest moves for this! Damage values will be determined by Aifos, so don't bother listing those. Just say what you want the attack to be, and what targets (M)(R)(V) you want it to hit!"
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Staff strike (M) (V) Slash (M) (V) [spoiler]Great-sword^[/spoiler] Fireball (R) (V) 4/4 Firebolt (R) (V) 2/2 [spoiler]I don’t know how your damages work, but supposedly firebolt is more powerful then fireball, so I can only use it twice.[/spoiler] Black Flame Slam (M) (V) 1/1 [spoiler]This is an empowered sword slam, using flames for power. Again idk how your damages work so feel free to critique.[/spoiler] Ok kind of throwing blindly here, idk how you want this to look. So just tell me if I need to make changes.
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For your limited attacks, unless you have a specific mana system in mind, they’ll only refill at ammo camps. With that in mind, with such low cast numbers you won’t get to use them as much. With that in mind, we can either; A. Keep the cast numbers as low as they are, and just have them be [i]suuuper[/i] strong, or give them a few more casts. But other than that, yeah, that all works just fine!
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Basic fireball can have more casts, being it’s not that strong. So maybe 6/6? Or is that to many... Firebolt can have 4/4 again if that’s not to many... And Black Flame Slam 2/2 this one is supposed to be really strong. I don’t have a specific mana system in mind, any suggestions?
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If you don’t have a specific mana system, I’d just use the refill at ammo stops. That’s the default. Anyway, that should work. I may need to bump casts up or down a little, but I’ll work on that when I get on my computer in a little bit.
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Alright, so how does this look? Staff Strike: 10x2 DMG (M)(V) Slash: 20 DMG (M)(V) Fireball: 20 DMG (R)(V)(5/5 Casts) Firebolt: 50 DMG (R)(V)(3/3 Casts) Black Flame Slam: 60 + 10x2 DMG (M)(V)(1/1 Cast) With Black Flame, I thought initial slam (60 DMG) followed by a burning effect from the flames (10x2), for an 80 DMG total, that can (to some extent) bypass both DEF, and MLT (though much less effective against MLT). If you'd rather it just be a straight 80 DMG slam (making it more effective against DEF, but useless against MLT) I can do that. Both of your basic attacks are also melee, which is fine if you want to keep it that way, but it might leave you relying on your partners if you run out of casts on your range attacks, during a fight with a flying enemy.
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작성자: Fero 5/10/2020 6:05:52 PMI didn’t know a ranged attack didn’t need casts...you could replace Slash with Fireball and have it do less damage? Then I would have 1 melee and 1 ranged with no casts. Edit: Change Slash to Heavy Slash and have it at 5/5 with ok damage. Then Fireball will be a basic ranged.
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Oh, whoops! Yeah, ranged attacks can have infinite casts! I also switched the staff strike to a straight 20, and fireball the new 10x2, as melees are supposed to be the single strikes, and ranged the multi-ones. But anyway, how's this look? Staff Strike: 20 DMG (M)(V) Fireball: 10x2 DMG (R)(V) Heavy Slash: 40 DMG (M)(V)(5/5 Casts) Firebolt: 50 DMG (R)(V)(3/3 Casts) Black Flame Slam: 60 + 10x2 DMG (M)(V)(1/1 Cast)
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[quote]Oh, whoops! Yeah, ranged attacks can have infinite casts! I also switched the staff strike to a straight 20, and fireball the new 10x2, as melees are supposed to be the single strikes, and ranged the multi-ones. But anyway, how's this look? Staff Strike: 20 DMG (M)(V) Fireball: 10x2 DMG (R)(V) Heavy Slash: 40 DMG (M)(V)(5/5 Casts) Firebolt: 50 DMG (R)(V)(3/3 Casts) Black Flame Slam: 60 + 10x2 DMG (M)(V)(1/1 Cast)[/quote] That’s amazing! Thank you!
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Cool! So next we've got to work on your blockbusters! These are your big super duper mega attacks. There are three types; Level 1s, Level 3s, and Level 5s. The higher the level, the stronger the attack, but the more BB it takes. You gain BB at a rate of 1/3 per turn, and it'll take 1, 3, or 5 respectively to cast. They can be whatever you'd like (within reason), so go crazy! You can have up to 2!
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Midnight Blaze level 1 [spoiler]Basically I create a ring of black fire around me and once its reached maximum size I send it flying to my target[/spoiler] Annihilation Level 5 [spoiler]This one is obviously my big guns, my strongest attack. I send out a HUGE wave of blue, pulsing waves of fire. It pulses three times. [/spoiler]
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BLOCKBUSTER: Midnight Blaze (1BB): Create a ring of black flame around you. Enemies who strike you with Melee take 10 DMG. After 3 turns, fire off the ring at a target dealing 50 DMG (R)(V) BLOCKBUSTER: Annihilation (5BB): Fire three huge pulses of blue energy. 80x3 DMG (R)(V) How do these look? We can raise the thorns effect of Midnight Blaze to 20, and drop the rings damage to 30 if you'd like, or remove the thorns effect entirely and raise it to 90.
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Alright, one last thing, then! Abilities! These are passive effects that trigger under certain conditions (or are just on all the time). But there's a catch! If you have an ability with a positive effect, it'll lower your max HP total, and one with a negative effect will raise it. You can only have one, and it's optional whether you want it. Your current HP is at 150, want one?
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Well, that should work. We could either basically give all of your melee attacks an extra 10 DMG, and you'd lose.. Probably 40.. Maybe 50. Alternatively, we could make that extra 10 only apply to your special melees (not your standard), and lower the drop to 30. Or, you could do a sort of "flame charge" thing. So, either after a set amount of turns, or after using a certain amount of fire attacks, your next attack becomes "charged" with flames, dealing an extra some amount of damage, depending on what the system specifically is.
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Alright, so how does this sound? Flame Charge: Every turn gain 1 charge level. Once that charge is at 3, your next melee strike will deal an additional 20 DMG. (This applies to Staff Strike, Heavy Slash, and Black Flame). The HP loss for this would probably be around 30.
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Alright, so this is what I got. Insane HP: 120/120 BB: 0/5 Flame Charge: 0/3 Staff Strike: 20 DMG (M)(V) Fireball: 10x2 DMG (R)(V) Heavy Slash: 40 DMG (M)(V)(5/5 Casts) Firebolt: 50 DMG (R)(V)(3/3 Casts) Black Flame Slam: 60 + 10x2 DMG (M)(V)(1/1 Cast) Defend: Raise DEF by 1. This turn only. Dodge: Raise MLT by 2. This turn only. BLOCKBUSTER: Midnight Blaze (1BB): Create a ring of black flame around you. Enemies who strike you with Melee take 10 DMG. After 3 turns, fire off the ring at a target dealing 50 DMG (R)(V) BLOCKBUSTER: Annihilation (5BB): Fire three huge pulses of blue energy. 80x3 DMG (R)(V) Ability: Flame Charge: Gain 1 Flame Charge every turn. Once charge is full, your next Melee attack deals an extra 10x2 DMG. Look good?