Make ALL The Skills!

In keeping with my more technical progress, I have been spending a bit of my working time on developing the skills for each of the classes for my game. During this work, I came to a bit of an impasse, do I make a separate skillset for each entry option for hybrid classes (such as the Paladin?), or do I go with one set per class name?

Either option certainly has its own set of pros and cons. The biggest issue is of work vs. variety, do I spend a great deal of time making a larger volume of skills, or do I keep it simpler and give all classes of the same name the same skills? In the end, I opted for the simpler approach, making fewer skills and using the spell list for the classes that have one as the diverse element.

Here’s a look at some skills:

Spell Blitz: Increases the spells you can cast per turn. (Chance decreases as more spells are cast in a turn.)

Assassinate: Deals defense-ignoring damage to one enemy. Damage increases the lower the target’s HP is.

5 Shots or 6: Fires 5 or 6 shots at a target. The 6th shot has an increased chance to be a critical hit.

Ironclad Focus: Greatly increases Attack and Defense.

Once I’ve got all the skills in the database, I can get back to designing dungeons and quests. Stay tuned for future updates.


Classes: How Do They Work?

Having made a small number of posts about how different classes work, I realize that how one goes from class to class is a bit unclear. This post should make things a bit clearer for everyone. The progression from Warrior to Dragoon will serve as an example.

Class Level Progression: The current class system has each tier spanning 10 levels.
(1-10 for Warrior, Spearman 11-20, and Dragoon 21-30)
When a character reaches a level benchmark (10 or 20). A notification will occur, informing the player that a character is ready to be trained in a new class. At this point, a class trainer needs to be found and spoken with. Also, any further EXP gains will be reduced to 0 for that character.

Qualifying for a Class: Unlocking a more advanced class will be a function of finding a class trainer for the class you want unlocked, and performing a task for them. There are no other requirements than that.

Hybrid Classes: Hybrid classes, such as the Paladin, will not require a certain number of levels in both related classes in the lower tier. Warriors and Clerics will each have their own version of the Paladin that will be assigned.

Training: Upon speaking with a class trainer, you are given options for which class to train in. Each trainer will have a set list of classes that they can train. This decision is currently irreversible, but that may change in the future.

New Skills/Spells: Once the new class has been assigned, EXP gains will return to normal. Upon reaching level 11, the first skill/spell for the new class will be granted.

If you have any questions or comments, feel free to use the form below, and I will respond as soon as I can.

Stances and Raging and Jumping! Oh My!

Time for a not-so Class Spotlight. This time, it’s all about skills, and not just any skills, but a category of state-based skills.

“State-based skills? Like ‘Idaho Potato Barrage’ or ‘New York Traffic Jammer’?” Not quite, but rather skills that are only available when a certain status effect (state) is active.

As it stands right now, there are currently 2 state-based skill categories, with a third tentatively planned. They are the following*:

Category (Class)
Stance (Duelist)

    Flawless Parry
    Graceful Lunge

Rage (Barbarians)

    Axe Toss
    Cleaving Strikes

Jump (Dragoon) [Tentative]

    Leap Attack
    Death From Above

These states will not only serve as the sole method to access special class skills, but will also provide bonuses/penalties of their own. (i.e. Massive ATK boosts/DEF penalties for the Rage state)

As it stands right now, only Rogues and Warriors have access to state-based classes. Whether or not this will change is yet to be seen, as given each Tier 1 class this option at some point would be ideal.

*-some skill names are works in progress and do not reflect a finished product

“Passive”-ly Working…

Had a long car ride yesterday, and I had some time to think about my game. The way the classes are set up, there’s some variation in the stats, but still a bit of similarity. To combat this, I’ve returned to an old idea of having each playable character (Actor) have minor bonuses/penalties to various stats. By doing this, 2 Paladin Actors will still have slightly different stats, even if they both started as Warriors.

Along with this comes the idea of each Actor having a unique passive ability. This will range from things like a chance to withstand a lethal hit, or inflicting states like Burning when struck in battle.

Hopefully these will not become too difficult to implement, as one particular passive ability is proving to be. (Gotta keep some secrets to myself…)

The Work Finished Today

So, I actually managed to get some work done today, despite many hours without any sort of motivation/inspiration.

Most of the work was technical things regarding the multitude of classes available. This eventually led me to a thought that I hadn’t before.

The way the class system works in my game is as follows: Upon reaching a ‘milestone’ level, a reminder would pop up, informing you that the next tier of classes is available for that character (provided you have gone through the other steps to unlock higher tier classes).
You would then need to travel to whichever trainer teaches the class you would like to learn and pay any training fee. After that, the character in question would be marked as the new class and given their first class skill.

Thinking through that system gave me an idea for an incentive to learn a higher tier class (or a challenge to those seeking one): Reduce EXP (and possibly GP) gains. The system will start with making all EXP gains 0 for any character in need of training, until they seek a trainer to teach them, of lift the penalty (for a fee).

Odds are it will stay like this until serious playtesting, and will shift as need be to suit game balance and playability.

Hooray for productivity!

A Quick Thank You

As progress has been a bit slow, I figured I would take some time to thank a number of scripters whose scripts I am using in my game.

These folks put a lot of time and effort into makes these scripts (and more).
Be sure to check out their pages and see their fine work.

Archeia Nessiah

  • Manashield

Galv’s Scripts

  • Vehicle On/Off Locations

Hime Works

  • Data Patcher
  • Shop Manager
  • Common Event Shop
  • Class Changer
  • Large Choices
    • Choice Options
  • Cover Conditions
    • Cover Targets
  • Random Event Positions
  • Effect Manager
    • Reflect Damage
  • Page Conditions


  • Grathnode Install
  • EXP Decay
  • Conditioned Traits


  • Backup Script


  • Yanfly Game Engine
  • Extra Parameters
  • Party System
  • Ace Battle Engine
  • Enemy HP Bars
  • Death Common Events
  • Lunatic Damage
    • Critcal Package
    • Power Package
    • Gemini Package
  • Lunatic Objects
    • Destruction Package
    • Give & Take Package
    • Recoil Package
  • Lunatic Parameters
    • Empower Package
  • Lunatic States
    • Punishment Package
    • Protection Package
  • Lunatic Targets
    • Conditions Package
  • Victory Aftermath
  • Enemy Levels
    • Doppelgangers
  • Follow-Up Skills
  • Instant Cast
  • Passive States
  • Random Skill Invoke
  • Skill Cost Manager
  • Skill Restrictions
  • Target Manager
  • Event Chase Player
  • Event Window
  • Move Restrict Region
  • Item Menu
  • Menu Engine
    • Party Sized Menu
  • Save Engine
    • New Game +
  • Shop Options
  • Status Menu
  • Debug Extension

Again, a huge “Thank You!” to these scripters, I doubt my vision would ever be able to be possible without your work.

Some ‘Class’ic Examples

With the upcoming revisions, I figured it would be handy to give a peek into how the class system works, and what each class has to offer.

The class system is currently divided into 3 Tiers, each Tier covering a span of 20 levels. The first Tier covers the 4 basic RPG classes: Wizard, Cleric, Warrior, and Rogue. The second and third Tiers serve as advanced and refined version of the basic classes, each having its own special skills and spells.

Here is an example:

The Wizard has these as a few possible choices for a Tier II class:

Mage (increase spell damage, but reduced maximum Mana)
Warlock (less powerful spells, but more Status-inflicting spells)

If Mage is chosen at level 21, then the following Tier III options become available at level 41:

Evoker (very powerful offensive spells, but much less mana)
Barrier Mage (very powerful defensive spells, but offensive spells are much weaker)

While each class will have its own series of classes to choose from, there will also be some classes that overlap, such as the Paladin and Duelist.

As mentioned before, each class will have its own set of unique skills, such as the following:

Spell Blitz: The caster enters a state that allows the chance to act more than once per round. (Only spells can be used.)

Spear Wall: Increase the user’s Attack and Defense for 5 turns.

Ride-By Attack: Attack an enemy twice. This attack ignores Defense.

So ends my sneak-peek into the class system and some of the skills that will be available to players of my game.
I hope to have the skills revamped, and new skills added shortly, so keep your eyes open for any new updates!