TLE Battlesystem Dossier
Main System
RT/ATB
The game uses a Real Time/Active Time Battle. With a visual aid to show where in the battle phase each battler is. also this system allows for more tactical play, with the ability to counter attack and stop a skill cast.
I would like this Time bar to be a ring in the real game.
---------------------------------------Ready Phase-----------------
|------------------------------------|---------------|----------------|
---------------Prep Phase---------------------------Recovery Phase
Prep Phase - This is where battles wait to choose attacks
Ready Phase - After choosing attack this is where they get ready to attack
Recovery - After attacking this is where they relax (magic only)
Diagonal - Side view Battlers
Our game will not be using normal side view battlers, The party will be located on the top right hand side of the battle window. they will be looking towards the bottom left of the screen, Towards the enemies that are located at the bottom left. all battlers will be given animated idles.
Features
Basic Attack
When a player commands the party member to attack it enters its "ready" stance. this last until the pre battle phase reaches the end. when that time comes the party member runs towards the enemy and plays there default attack animation. whilst in the "Ready" stance if the party member is attacked it knocks them out of the "ready" phase. so they need to spend some more time before chooseing there action again.
Example
" Seven is in a battle vs a rabbit. both start at the bottom of the "Time Bar" because the rabbit has more speed then seven it gets to the action phase first. The computer chooses what kind of attack the rabbit will use. the rabbit is told to dig attack. rabbit then enters the Ready phase. and slowly climbs the ready phase section of the "time bar". Rabbit is half way between Ready and attack phase. Seven reaches the action phase. seven chooses quick attack. both seven and the rabbit are both on the ready phase now. cause sevens is a more basic attack she raises faster and takes over the rabbit. Whilst seven attacks the rabbit reaches the attack phase also. seven runs towards the rabbit to attack. because they both reached the attack phase the attacks are cancled out. but because seven is stronger the left over damage is given to the rabbit (like yu-gi-o) (this does not work for magic)"
" Seven is in a battle vs a rabbit. both start at the bottom of the "Time Bar" because the rabbit has more speed then seven it gets to the action phase first. The computer chooses what kind of attack the rabbit will use. It decides a basic attack. the rabbit enters Ready phase, Seven continues to raise. Rabbit reaches attack phase and attacks seven. because seven did not reach ready phase her "time bar" only falls by a small amount. the rabbit goes back to the start of the time bar."
" Seven is in a battle vs a rabbit. both start at the bottom of the "Time Bar" because the rabbit has more speed then seven it gets to the action phase first. The computer chooses what kind of attack the rabbit will use, rabbit starts to do a big attack. seven reaches action phase, seven does a quick attack. seven reaches attack phase first and attacks. seven hits the rabbit knocking it back to the bottom of the time bar"
Craze
All party members have a craze bar that works just like the limit bar on final fantasy, when this reaches the limit, the party member can do a super attack. the best attacks knock it down to empty again where weaker attacks drain Craze by a certain percentage. A Craze attack will normaly be a big spectical with loads of animations and movement on the screen. Manga style.
Scan
This attack will make a simple HP bar appear over the monster for x amount of turns. ALSO scan adds the monster into your Data book so you can look back on them later in the game. sometimes it will tell the monsters weakness.
Absorb
I would like the abilitly to use a skill that allows me to steal small amounts of hp from a monster and give it to any party member.
Animated Backgrounds / Layers
there is a need to make everything feel alive in this game. so I would like to put images on 4 layers around the sprites. (2 infront and 2 behind) also a fog layer. 2 of these layers i would like to be animated, lights flashing, wind on a window or rope. anything like that really.
Pets
each party member can have a pet (small monster) fight by there side. the player has no control over the pets they just do random attacks and skills. once a pet dies its gone for ever! you can capture more pets with a trap kit.
There may be times when your party member can do a skill with the pet they have out on the field. but that all depends on the pet.
RM shot
later in the game the player will be able to use a quick shot of RM during an attack. a button will pop up on the screen. when you press the button (enter) it checks how far off you was off perfect. and it gives a boost on attack strength for that attack only. on the down side the player takes the extra damage to there hp also.
Defend
This does not take time to get ready, this drops the player back to the start of the time bar. until it reaches the ready phase they are defending. so take less damage. this also doubles the speed to the next ready phase. meaning its a good tactical choice if you are about to be attacked.
Battle Lines
in the game there will be 3 battle lines for the party to take. Front lines, normal lines and defence lines. In the front lines the party members can not use items (but can be given items by other members on the other lines).
Front lines.
battlers deal 50% more damage. but take 60% more damage. acuracy raises by 20% (RM skills take the same as on normal lines)
Normal Lines.
battlers stats stay the same
Defense lines.
battlers deal 50% less damage. but take 60% less damage. acuracy drops by 20% (RM skills take the same as on normal lines)
Critical Hit
Simple, Does 200% damage on an attack. this is done by the Crit chance stat that each battler class contains
Status
This is same as the RMXP default status effects.
Items
Items will be used like normal but some items will be attacks (granades, bombs) the good thing about these is they have a very short Ready time. (same as a normal attack)
Unknown Skill
With the RM system you "edit" the RM launcher in workshops. When you change the settings you need to test what will be called a Unknown skill that become unlocked when you connect sections of the RM launcher with "RM wires and RM pins" before you learn how to use it and what it is you will need to test it. on avarage a unknown skill will need to be used 3 times before its given a name. and finaly is able to use. this also means you need to think more about if you can afford to test it.
Enemy AI
I want all enemies to have more then basic commands to attack. I want each enemy to have a simple bit of a brain. In other words if 1 party member has 1hp and the others have 10000 then they will know to attack the party member that has low hp. and if one member is strong against their type they will all attack that member until they kill him. (this will go in alot more detail)
Character Animations
As we are going for a game with high standards all battlers will be animated 100%. and the system to wait till that animation has finished the loop before moving on.
Team Skills
In this game some members will be able to work together, this means that a Team Skills option will be in the menu in battle. these take longer to reach the attack phase. BUT these cannot be cancled. in s Team Skill the player will need to press a action button on time to get the full damage.
ie.
When the team go in for the attack a button will appear on the screem when that button turns red the player must press the enter key in time. (once for each member in the attack.) closer you get to a perfect set of hits the more damage the team skill does.
Steal
This can ONLY be used against human characters. it allows a party member with the skill to run over to the enemy and rob them. this even workds for the weapons they are holding. so its a useful skill to use when there are a few human enemys. you cannot use this on the defense line.
RM cells
as you should all know by now we dont have "magic" in this game. Just RM that is used via a RM launcher. this is kinda like MP but does not come back over time. you need to use a RM cell to boost it up. these take 2 turns to use. once to use the item and once to load. on the second turn you can attack with normal weapon or defend but you cannot use a RM skill.
Monster Trap
This is a skill that a party member can use to capture a monster to use as a pet. think of this like pokemon. you cannot use a monster you have just trapped in the battle you caught it. and you cannot call out a pet when a pet on the team dies. so you need to think about what pets you want and what ones you dont. (pets have levels also) when pets die they are gone forever. you cannot bring a dead pet back to life. so if you are going to train them up you need to think smart. ALSO you can only have 2 pets per party members. (you can have more but they stay in the farm and need to be collected) One last thing is... when you enter a battle and have pets in the inverntory but not equiped the game will ask if you would like to use one.
kinda like pokemon again.
Run Away
I dont really like this idea in any game. so im after a run away that is hard to do. I would like it only to be a 25% chance at best
RM Awareness
EVERY time you use a RM skill, you can take damage. this all depends on the characters RM resistance. if its low then when you attack with RM you take some damage. about 20% of what you take at worst. If you have VERY low RM resistance then you will take damage ALL the time. droping by up to 4HP per second. (but skills are VERY strong)
Every time you attack with RM you gain a RM Skill Point. this can be used to top up your resistance or chance of sucsess. so the player will need to think long and hard about what they are going to do.
RM skill
RM skills are basiclly a type of magic when you use a RM skill in the choice phase and attack with it you dont go back to the start. you enter the recover phase for a small amount of time. ALSO when you use a RM skill you can take damage if you have bad resistance.
Multi Attack
Basic command that allows players to attack more then once on one go. this is for VERY fast members or members in the TURBO status. you can do...
attack + attack
RM skill + attack
Attack + defend
Item + Attack
Attack + item
you cannot do
defend + attack
attack + RM skill
Battle Script
In this game there should always be the chance to add scripts to battles. this is for mainly the boss battles and some improtant battles.
The End + Points
at the end I want a victory animation. Also the giving out of points/items/money.
Main System
RT/ATB
The game uses a Real Time/Active Time Battle. With a visual aid to show where in the battle phase each battler is. also this system allows for more tactical play, with the ability to counter attack and stop a skill cast.
I would like this Time bar to be a ring in the real game.
---------------------------------------Ready Phase-----------------
|------------------------------------|---------------|----------------|
---------------Prep Phase---------------------------Recovery Phase
Prep Phase - This is where battles wait to choose attacks
Ready Phase - After choosing attack this is where they get ready to attack
Recovery - After attacking this is where they relax (magic only)
Diagonal - Side view Battlers
Our game will not be using normal side view battlers, The party will be located on the top right hand side of the battle window. they will be looking towards the bottom left of the screen, Towards the enemies that are located at the bottom left. all battlers will be given animated idles.
Features
Basic Attack
When a player commands the party member to attack it enters its "ready" stance. this last until the pre battle phase reaches the end. when that time comes the party member runs towards the enemy and plays there default attack animation. whilst in the "Ready" stance if the party member is attacked it knocks them out of the "ready" phase. so they need to spend some more time before chooseing there action again.
Example
" Seven is in a battle vs a rabbit. both start at the bottom of the "Time Bar" because the rabbit has more speed then seven it gets to the action phase first. The computer chooses what kind of attack the rabbit will use. the rabbit is told to dig attack. rabbit then enters the Ready phase. and slowly climbs the ready phase section of the "time bar". Rabbit is half way between Ready and attack phase. Seven reaches the action phase. seven chooses quick attack. both seven and the rabbit are both on the ready phase now. cause sevens is a more basic attack she raises faster and takes over the rabbit. Whilst seven attacks the rabbit reaches the attack phase also. seven runs towards the rabbit to attack. because they both reached the attack phase the attacks are cancled out. but because seven is stronger the left over damage is given to the rabbit (like yu-gi-o) (this does not work for magic)"
" Seven is in a battle vs a rabbit. both start at the bottom of the "Time Bar" because the rabbit has more speed then seven it gets to the action phase first. The computer chooses what kind of attack the rabbit will use. It decides a basic attack. the rabbit enters Ready phase, Seven continues to raise. Rabbit reaches attack phase and attacks seven. because seven did not reach ready phase her "time bar" only falls by a small amount. the rabbit goes back to the start of the time bar."
" Seven is in a battle vs a rabbit. both start at the bottom of the "Time Bar" because the rabbit has more speed then seven it gets to the action phase first. The computer chooses what kind of attack the rabbit will use, rabbit starts to do a big attack. seven reaches action phase, seven does a quick attack. seven reaches attack phase first and attacks. seven hits the rabbit knocking it back to the bottom of the time bar"
Craze
All party members have a craze bar that works just like the limit bar on final fantasy, when this reaches the limit, the party member can do a super attack. the best attacks knock it down to empty again where weaker attacks drain Craze by a certain percentage. A Craze attack will normaly be a big spectical with loads of animations and movement on the screen. Manga style.
Scan
This attack will make a simple HP bar appear over the monster for x amount of turns. ALSO scan adds the monster into your Data book so you can look back on them later in the game. sometimes it will tell the monsters weakness.
Absorb
I would like the abilitly to use a skill that allows me to steal small amounts of hp from a monster and give it to any party member.
Animated Backgrounds / Layers
there is a need to make everything feel alive in this game. so I would like to put images on 4 layers around the sprites. (2 infront and 2 behind) also a fog layer. 2 of these layers i would like to be animated, lights flashing, wind on a window or rope. anything like that really.
Pets
each party member can have a pet (small monster) fight by there side. the player has no control over the pets they just do random attacks and skills. once a pet dies its gone for ever! you can capture more pets with a trap kit.
There may be times when your party member can do a skill with the pet they have out on the field. but that all depends on the pet.
RM shot
later in the game the player will be able to use a quick shot of RM during an attack. a button will pop up on the screen. when you press the button (enter) it checks how far off you was off perfect. and it gives a boost on attack strength for that attack only. on the down side the player takes the extra damage to there hp also.
Defend
This does not take time to get ready, this drops the player back to the start of the time bar. until it reaches the ready phase they are defending. so take less damage. this also doubles the speed to the next ready phase. meaning its a good tactical choice if you are about to be attacked.
Battle Lines
in the game there will be 3 battle lines for the party to take. Front lines, normal lines and defence lines. In the front lines the party members can not use items (but can be given items by other members on the other lines).
Front lines.
battlers deal 50% more damage. but take 60% more damage. acuracy raises by 20% (RM skills take the same as on normal lines)
Normal Lines.
battlers stats stay the same
Defense lines.
battlers deal 50% less damage. but take 60% less damage. acuracy drops by 20% (RM skills take the same as on normal lines)
Critical Hit
Simple, Does 200% damage on an attack. this is done by the Crit chance stat that each battler class contains
Status
This is same as the RMXP default status effects.
Items
Items will be used like normal but some items will be attacks (granades, bombs) the good thing about these is they have a very short Ready time. (same as a normal attack)
Unknown Skill
With the RM system you "edit" the RM launcher in workshops. When you change the settings you need to test what will be called a Unknown skill that become unlocked when you connect sections of the RM launcher with "RM wires and RM pins" before you learn how to use it and what it is you will need to test it. on avarage a unknown skill will need to be used 3 times before its given a name. and finaly is able to use. this also means you need to think more about if you can afford to test it.
Enemy AI
I want all enemies to have more then basic commands to attack. I want each enemy to have a simple bit of a brain. In other words if 1 party member has 1hp and the others have 10000 then they will know to attack the party member that has low hp. and if one member is strong against their type they will all attack that member until they kill him. (this will go in alot more detail)
Character Animations
As we are going for a game with high standards all battlers will be animated 100%. and the system to wait till that animation has finished the loop before moving on.
Team Skills
In this game some members will be able to work together, this means that a Team Skills option will be in the menu in battle. these take longer to reach the attack phase. BUT these cannot be cancled. in s Team Skill the player will need to press a action button on time to get the full damage.
ie.
When the team go in for the attack a button will appear on the screem when that button turns red the player must press the enter key in time. (once for each member in the attack.) closer you get to a perfect set of hits the more damage the team skill does.
Steal
This can ONLY be used against human characters. it allows a party member with the skill to run over to the enemy and rob them. this even workds for the weapons they are holding. so its a useful skill to use when there are a few human enemys. you cannot use this on the defense line.
RM cells
as you should all know by now we dont have "magic" in this game. Just RM that is used via a RM launcher. this is kinda like MP but does not come back over time. you need to use a RM cell to boost it up. these take 2 turns to use. once to use the item and once to load. on the second turn you can attack with normal weapon or defend but you cannot use a RM skill.
Monster Trap
This is a skill that a party member can use to capture a monster to use as a pet. think of this like pokemon. you cannot use a monster you have just trapped in the battle you caught it. and you cannot call out a pet when a pet on the team dies. so you need to think about what pets you want and what ones you dont. (pets have levels also) when pets die they are gone forever. you cannot bring a dead pet back to life. so if you are going to train them up you need to think smart. ALSO you can only have 2 pets per party members. (you can have more but they stay in the farm and need to be collected) One last thing is... when you enter a battle and have pets in the inverntory but not equiped the game will ask if you would like to use one.
kinda like pokemon again.
Run Away
I dont really like this idea in any game. so im after a run away that is hard to do. I would like it only to be a 25% chance at best
RM Awareness
EVERY time you use a RM skill, you can take damage. this all depends on the characters RM resistance. if its low then when you attack with RM you take some damage. about 20% of what you take at worst. If you have VERY low RM resistance then you will take damage ALL the time. droping by up to 4HP per second. (but skills are VERY strong)
Every time you attack with RM you gain a RM Skill Point. this can be used to top up your resistance or chance of sucsess. so the player will need to think long and hard about what they are going to do.
RM skill
RM skills are basiclly a type of magic when you use a RM skill in the choice phase and attack with it you dont go back to the start. you enter the recover phase for a small amount of time. ALSO when you use a RM skill you can take damage if you have bad resistance.
Multi Attack
Basic command that allows players to attack more then once on one go. this is for VERY fast members or members in the TURBO status. you can do...
attack + attack
RM skill + attack
Attack + defend
Item + Attack
Attack + item
you cannot do
defend + attack
attack + RM skill
Battle Script
In this game there should always be the chance to add scripts to battles. this is for mainly the boss battles and some improtant battles.
The End + Points
at the end I want a victory animation. Also the giving out of points/items/money.