ID:162790
 
So I want to make a system where depending on what you do in battle will raise each stat, I have no idea where to start. Pretty much you start at 0% and when you attack physically your strength will raise by a % depending on your "clan" yeah a Naruto thing. Can anyone help me, if you need anymore info just let me know and I'll do what I can to give as much info as possible.
Naruto didn't invent the word "clan". And there are many battle system DEMOS including a level-up system.
Well pretty much you're gonna be using a level system.
So you're saying let's say you're gonna punch them and this will raise physical strength. The physical strength will have a percentage as well as a variable or else there will be no point in trying to raise it. In other words you will be leveling up but not letting the people see.
You need a Combat System
In response to Scizzees
Preferably one that isn't horribly, horribly broken like that one is.
In response to Tim49ers
Tim49ers wrote:
Well pretty much you're gonna be using a level system.
So you're saying let's say you're gonna punch them and this will raise physical strength. The physical strength will have a percentage as well as a variable or else there will be no point in trying to raise it. In other words you will be leveling up but not letting the people see.

Yeah, pretty much, but I don't know where to start..
Study Final Fantasy II for PSP

You'll run into a problem though. Players can abuse this system (unmodified) by purposely getting into combat on lesser monsters (creatures they can easily destroy) and do things like defend every round. The monsters will just attack the players and the players will gain HP or STR or whatever.

FF2 did good, but you'd have to modify this to be "up to date" with the "multiplayer" area of gaming these days.
In response to FIREking
FIREking wrote:
Study Final Fantasy II for PSP

You'll run into a problem though. Players can abuse this system (unmodified) by purposely getting into combat on lesser monsters (creatures they can easily destroy) and do things like defend every round. The monsters will just attack the players and the players will gain HP or STR or whatever.

FF2 did good, but you'd have to modify this to be "up to date" with the "multiplayer" area of gaming these days.

Well, I plan to make it where each monster levels when you do, but I know that will take alot of programming..
In response to FIREking
I had a good fix for a system like this. Monster-based experience.

It went like this:

You encounter a monster you've never seen before. Your experience battling this type of monster is 0, so anything you do in battle will raise your experience with that type by a large amount. As you encounter more and more of these monsters, the amount of experience you gain from combat is diminished until eventually, you become a master of fighting this type of moster, and you gain no more experience from them, no matter how many more you encounter.

I did this to encourage players to seek out new monster types (that would presumably be closer to the player's skill level) in order to make any real progress.

~X
In response to Xooxer
Xooxer wrote:
I had a good fix for a system like this. Monster-based experience.

It went like this:

You encounter a monster you've never seen before. Your experience battling this type of monster is 0, so anything you do in battle will raise your experience with that type by a large amount. As you encounter more and more of these monsters, the amount of experience you gain from combat is diminished until eventually, you become a master of fighting this type of moster, and you gain no more experience from them, no matter how many more you encounter.

I did this to encourage players to seek out new monster types (that would presumably be closer to the player's skill level) in order to make any real progress.

~X

Well, that means that you have to create many types of monsters, my game is gonna be text-based, till I get down the basic DM coding...