Help - Search - Members - Calendar
Full Version: Blood&Pain engine discussion
RPG RPG Revolution Forums > Gameplay > Theory and Ideas
Jens of Zanicuud
Hello everyone again...

I've almost completed a battle system engine...

Let me explain this better...

Features

1.0 -Pain&Blood

There are no more HP.
I differentiate them in Blood and Pain.

1a-Pain

Pain level starts at 0 and can be increased by attacking the target. The more the Pain, the less the evasion and the accuracy.
If a battler has a critically high Pain level can Faint or not to be able to act.

Regular attacks deal Pain damage.
Some skills deal Pain damage too.

Pain damage can be healed with Painkillers.

1b-Blood

The true life parameter.
Blood damage can occur only if the difference between attacker's accuracy and target's evasion is critically high.
When Blood runs out, Death occurs.

Regular attacks can deal Blood damage (although the target has to have high Pain levels)
Some skills deal Blood damage too.

Blood damage cannot be healed with items.

2-Skills

Skills are differentiated in Pain Skills and Blood Skills, whether if they deal Pain or Blood damage.
Only Regular attacks can deal both Blood and Pain damage at the same time.

3-Items

The only items I actually created are Painkillers.
Painkillers lower Pain levels, but their effect runs out in a few turns.

Example:

Hero A use Weak Painkiller - reduces his pain by 500.
Turn 0 |Pain - 500

After three turns, his pain will begin to rise.

Turn 3 |Pain + 50
Turn 4 |Pain + 100
Turn 5 |Pain + 150
Turn 6 |Pain + 200

After five turns, Pain is exactly as the same previous level.

4-Guard and Guard Break

Now guard occurs only when the Help Window shows the Guard string.
If the character is attacked before, damage is multiplied by 1.5 and battler loses the turn.

5-Critical and Brutal Break

If a critical hit occurs, Deadly flag will be set on and the target will be afflicted by Haemoraggie status (like poison...)
Damage is multiplied by 1.5

If a critical hit occurs in conjuctions with Guard Break, then you'll have Brutal Break (Damage 3x, Haemoraggie, turn loss)

6-Status

The three main status available...

6a-Death
The battler is not able to do anything. Can't be revived in battle.

6b-Faint
The battler is not able to do anything. Can be healed.

6c-Haemoraggie
Like a poison. It inflicts 1/30 blood_max damage every turn.

That's almost all, folks, now the question...

What kind of battle system do I have to use in your opinion?
Sideview? First person? RPGXP-standard?
ATB? Turn based?


I've no idea about it...

Please, tell me your opinion...

Thanks everyone

Jens
Redd
This needs to be in the Theory and Design section. I'll move it there for you smile.gif
SleepingSirenx
So it's like there are two levels of life, one for the Pain and one for the Blood? Seems like a there is some-kind of layer of defenses, that's cool. And about the battle system? I think this will be cool if it's placed in a ABS or a Tactical System. Well, goodluck!
CelestOrion
Wow, I'm really loving the concept of this engine so far. I actually think this is the first I've seen of its type, to be honest.

As for feedback, I personally find this type of engine to fit an action-styled RPG, to be honest. To me, it feels as if it would bring out the full effect of what you're trying to go after.

I had a question about blood damage and items, however. You said there's no items that can 'heal' blood damage, but what about 'stem/stop' blood damage from continuing? Gauze and bandages would seem like an effective item to protect against continual blood loss if it were something based on a damage-over-time deal. That's just my two-cents worth on the matter, though.

EDIT: I also believe this would fit a certain type of tactical RPG, similar to those of FFTA and the like. Why did I just come to this conclusion? I imagined a board game that I own called 'Betrayal at the House on the Hill'. It's a survival board game with RPG stats. If you look up how it plays, imagine your system incorporated into it. Tactical, RPG, survival, plus the grit of the pain and blood system. I can see something like this working out rather well, if you ask me.
Jens of Zanicuud
QUOTE (jessethehedgehog @ Dec 6 2011, 10:10 AM) *
I had a question about blood damage and items, however. You said there's no items that can 'heal' blood damage, but what about 'stem/stop' blood damage from continuing? Gauze and bandages would seem like an effective item to protect against continual blood loss if it were something based on a damage-over-time deal. That's just my two-cents worth on the matter, though.


Well, actually I said that blood damage cannot be healed, but bandages or haemostatic can cure haemorragie.

The scripting system is almost completed,
There's one more feature:
Guard prevents all Blood Damage and halves Pain Damage...
As a result, Guarding becomes important as well...
And at last, if Pain level's too high, characters cannot act.
If you wanna use it, just ask...
I'll try to post the whole script, but I assure you it's really huge!
See ya in Script Submission!

EDIT: I'm posting the complete script... Just wait half an hour...

EDIT: While I was waiting for my script to be visible as a topic, I decided to post the Instruction Booklet for use...
Is not that simple at a first glance...
Further improvement will be done in the next days...

Manual
■ Instructions for Blood & Pain system:
by Jens of Zanicuud, V 0.7

Introduction:

Blood and Pain system is a battle engine core based on a two defense layer:
-Pain damage;
-Blood damage;

● Parameters Involved:

-Strenght: it affects both pain and blood damage;
-Atk: it affects both pain and blood damage;

-Dexterity: it affects evasion;
-Speed: it affects action speed;

-Pain Defense (physical defense): reduces pain damage;
-Blood Defense (spell defense): reduces blood damage;

-Evasion: rate of hit evasion;

-Blood: real HP stat. Once they run out, the battler dies.
-Pain: ex-SP. Second main stat. if Pain Bar is full, battler cannot move.

-Intelligence is not considered.

NOTE: Base EVA for all enemies has to be AT LEAST 60. If not, they would be
[DEADLY] hit by every attack.

NOTE: Atk has to be at least 100... damage calculation is A LOT DIFFERENT from the base engine...

● Battle algorithms

Pain affects speed and precision of any battler.

Ordinary attacks deal both Pain and Blood damage. Blood damage is dealt only
when pain level is too high.

Skills are divided in [PAIN SKILLS] and [BLOOD SKILLS].
They can do only one kind of damage;

Guard halves [PAIN DAMAGE] and nullifies [BLOOD DAMAGE];

[DEADLY]
A deadly blow is carried when target is almost motionless (high pain level);
it results in a 1.5 x damage and haemoraggie status activation;

[GUARD BREAK]
Guard is not activated until "Guard" word shows.
if a battler is hit before, he/her lose turn and take a 1.5 x damage;

[BRUTAL BREAK]
If a deadly blow is delivered with a guard break, it becomes a [BRUTAL BREAK]
(3 x damage, Haemoraggie)

If all party memebers have full pain, or are dead, or fainted, is game_over!

● How to subdivide skills

Skill:

-dex_f becomes the damage multiplier. ex. 25 means damage will be multiplied
by 2.5

-str_f indicates [PAIN DAMAGE]. if both int_f and str_f are different from 0,
Pain has priority.
*** Only pain skills must have this parameter different from 0 ***

-int_f indicates [BLOOD DAMAGE]
*** Only blood skills must have this parameter different from 0 ***

-phy def force and mag def force are not employed in here.

-Examples:

Skill:
Short Knife;
Str F = 100;
Atk = 100;
Power = 5;

A pain skill that affects pain defence.

Skill:
Heavy Blow
Int F = 100;
Atk = 100;
Power = 5;

A blood skill that affects blood defence.

● Painkiller items:
# It affects certain items and make thier effect vanish into a certain
# number of turns [num]. For example, Weak Painkiller reduces Pain by 500.
# On the fourth turn after the use, 50 Pain is added to actor's Pain,
# on the fifth turn 100 Pain and so on...
# General flow chart:
# -Item use, target's pain -= EFF;
# -[num] turns without countereffects;
# -turn [num+1]: target's pain += 10% EFF;
# -turn [num+2]: target's pain += 20% EFF;
# -turn [num+3]: target's pain += 30% EFF;
# -turn [num+4]: target's pain += 40% EFF;
# -TOTAL: 100%
# Painkillers reduce pain's PERCEPTION, so it's natural that after a certain
# time, effects will begin to fade.

-How to:

To make a painkiller item, just put their variance equal to the effect turn number
[num].
Pain damage can be cured with SP depletion (actually, you have to lower sp value));

Example:
Item: Weak Painkiller
SP Recovery = -500;
Variance = 3;

Effect:
-Item use, target's pain -= 500;
# -2 turns without countereffects;
# -turn [3]: target's pain += 50;
# -turn [4]: target's pain += 100;
# -turn [5]: target's pain += 150;
# -turn [6]: target's pain += 200;
# -TOTAL: 100%

NOTE: if variance is set to 0, item WILL NOT BE a Painkiller and its effect
won't expire.

NOTE: you can create blood cure item:: just use the recover HP parameter;

NOTE: you can even cure Haemoraggie and Faint: just set to "-" the checked box
on status modifications.


● Status:

- Haemoraggie:

Like poison, it causes gradual damage;
can be cured with an item that removes [HAEMO STATUS].

- Faint:

Battler cannot act;
can be cured with an item that removes [FAINT STATUS].


- Death:

Battler is currently dead;
cannot be cured in battle.

● Constants:
Please remember to SET THE RIGHT CONSTANTS in the first script section
EDIT IT AS YOU NEED!

@hud_switch = 2 #Switch that triggers map turns for painkillers

@seconds_per_turn = 60.0 #Seconds per map turn

@haemorragie_state_id = 3 #[HAEMO STATUS] id

@faint_state_id = 2 #[FAINT STATUS] id

@death_state_id = 1 #[DEATH STATUS] id

NOTE: Damage font is set to "Viner Hand ITC" If you haven't it, modify it in the
RPG::Sprite script

#-------------------------------------------------------------------------------


Jens
Jens of Zanicuud
Ok, guys, I'm still working on this system and I finally decided to give it a shot.
Story-writing is almost 40% completed...
Although, I had to do some minor changes...

Since there's an android in the party, I thought that speaking of its "Blood" can cause most players laughs, so...

-For robotic characters, "Blood" becomes "Oil" and "Pain" becomes "Outer Coat";
There's a item class that heals only droids and has no Painkiller countereffect;

Another feature I forgot to mention before...

-Characters can donate or receive blood from each other if their bloodtypes and rhesus are compatible (with the only exception of robots)
-Skills have no sp cost, but cannot damage both Pain and Blood.

What do you think of these minor updates?

Ah, another note... I finally decided for a turn based sideview battle system. I thought ATB could not be suitable for complex tactics as I hope to introduce.

Thanks all for feedback and hints, I really appreciated it:)

Jens

N.B. the script wasn't actually updated, I need some more time to finish debugging...
bulmabriefs144
Oh my. That's very ambitious. It would be easy to do outside of battle where you could have pictures used to display this. But within the battle screen? You'll have to edit the battle system in a pretty major way. You've gotta show us this code.
Jens of Zanicuud
QUOTE (bulmabriefs144 @ Dec 19 2011, 03:20 PM) *
Oh my. That's very ambitious. It would be easy to do outside of battle where you could have pictures used to display this. But within the battle screen? You'll have to edit the battle system in a pretty major way. You've gotta show us this code.


Well, do you refer to blood donation?
I made it possible only on maps.
The rough version of the script, without some features is although available on this forum...
Just search for Blood&Pain engine in the script submission.
And yes, the android feature is activated yet, but only in the latest version, not just posted...

the old version can be found here...

Blood&Pain Engine

It has actually some bugs, and the BS is still front, but at least seems ok...
I'll post the newest version as soon as possible.

Jens
rewells
This looks like an interesting and unique concept. For a unique system like this I think it needs to somehow tie into the game's story. I'm downloading your Tryadine Effect demo now - it looks awesome!


QUOTE (Jens of Zanicuud @ Dec 19 2011, 12:21 PM) *
QUOTE (bulmabriefs144 @ Dec 19 2011, 03:20 PM) *
Oh my. That's very ambitious. It would be easy to do outside of battle where you could have pictures used to display this. But within the battle screen? You'll have to edit the battle system in a pretty major way. You've gotta show us this code.


Well, do you refer to blood donation?
I made it possible only on maps.
The rough version of the script, without some features is although available on this forum...
Just search for Blood&Pain engine in the script submission.
And yes, the android feature is activated yet, but only in the latest version, not just posted...

the old version can be found here...

Blood&Pain Engine

It has actually some bugs, and the BS is still front, but at least seems ok...
I'll post the newest version as soon as possible.

Jens

This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2013 Invision Power Services, Inc.