[center]
[center]
THE DEMO IS NOW RELEASED!http://www.staredit.net/index.php?download=1928http://www.staredit.net/index.php?download=1928http://www.staredit.net/index.php?download=1928[/center]
EVERARCHA RPG : THE AVARIAN CHRONICLES
IS BEING REINTRODUCED INTO PRODUCTIONI'm pleased to announce to the map making community that I am resuming production on Everarcha RPG: The Avarian Chronicles.http://www.staredit.net/index.php?showtopi...00entry317107I am very aware that much of the map making community was disappointed with the prior version of ERPG: TAC. In the same sense, I have decided to completely redesign the map to fit the expectations of those around me. As many of you were blantly aware, the largest disappoint was the inefficiency of the battle system and its workings. I have redesigned the battle system to make it much more effecient and bug-free, yet still keeping the essentialities of the prior areas. The other components, such as backpacks, items, spells, and ailments are still being incorporated into the map, and I will go into more detail what changes will be made. Hold on, folks!
CHANGES BEING MADE:-
Revised Battle System. Redesigned to be more convenient, easier to control, and more bug-free and interactive than ever before!-Revisions in character and enemy balances to create a challenging, yet enjoyable experience for players.
-Incorporates an intricate story line yet to unfold into the Everarchan Saga.
-Unique Bosses that will pose a challenge to any player
BATTLE SYSTEM REDESIGNMenuThere will now be a gateway menu instead of "Character to Character" based commands. This will keep the commands effecient and easier to use, but I assure you that it still opens up multitudes of opportunity for variation and strategy use. In order to issue commands however, a certain amount of minerals will be required to issue them. These minerals are known as "Command Input Capability" or CIC. Your CIC will constantly go up, and the rate of CIC will increase as you progress in the game.
Character CommandsYou can now control which character is giving which command, contrary to the previous version where command was random. You can switch Character command by using your gateway menu, and it can be used any time, considering you meet the requirements to do so. It is also very easy to tell which character is in command by a constant "Transmission Circle" on that character, and I can assure you this system is very efficient.
Virtual HP (VHP) still implementedThe virtual HP (or VHP) will still be implemented. Character VHP is now represented in the Scoreboard, while enemy VHP is still represented as gas.
Battles are much less boring! (WOOHOO)Now your battles will actually look like battles! --- Yay!
Sorrounding Terrain Battles Still Active!Yes! Battles will
still take place where you encounter your enemies! This will allow a much more variated and interesting combat sequence each time, where terrain, doodads, buildings, and other "gizmos" will affect your battles!
New AilmentsThere are a few more ailments, some revised and some new ailments deviated:
Poison - Depletes HP over time
Confusion - Constantly switches Character Commands to make issuing orders more difficult
Paralysis - Pauses "Command Input Capability" to allow restricted commands for a duration of time
Blind - Makes the battle area impossible to see for a duration of time to make composing strategies more difficult
[/center]
//////////////////////////////OLD STUFF///////////////////////////////
I understand that it might be a bit unorthodox to download a demo from someone not too intact with the community here, more or less from someone that is claiming to create something of this sort of magnitude. This old map I planned to finish as a challenge Tuxedo-Templar (The fool I am), to an RPG map making contest. Some of you may have heard of it, maybe skimmed it by once, but never got to see it. Well, as a farewell present to some fans, I'm planning to release this demo. Finally. You may never see the end of the Saga, but hopefully I've got some of you going. Here's a history on it:
====================================================
Well for those of you that don't know already, I'm working on a side project that IS still part of the Everarcha RPG Series but off the main storyline. Those that are on BlizzForums already know MUCH about this if you've stayed around and been in the Customs forum. I'll recap what's to be expected a description + features.
A little history on ERPG. Everarcha RPG Series was a bunch of RPG maps I started about...oh say 1 year and 2 months ago. The first map, Everarcha RPG 1 - 1, was a pretty big hit with the online community. A very cliche storyline. Six characters, an Archer, Marksman, Ronin, Juggernaut, Warrior, and Guardian, went around the world destroying evil gods and their guards. Pretty simple. Then it got complicated. Everarcha RPG 1 - 2 came out, the direct sequel from 1 - 1. The map was pretty much the largest RPG Battle Sequence map against the "Time Defiy" next to New Avalon ll. So now that 5/13 "Evil" gods are gone, there are a still a few more. But as a pin between Everarcha RPG 1 - 2 and 2 - 1, I made this: The Avarian Chronicles.
Plot
This RPG takes off right after 1 - 2. Contrary to 1 - 1 and 1 - 2, this RPG is centered around 4 main characters: Axel, Katherine, Z, and Bane. All of the Characters are related in some way. For example, Katherine is Z's little sister, Axel is friend of Z and Bane, and Bane is the cousin of Axel. The RPG area is played between the two towns you have been familiar of in 1 - 1: Citadel, and Tora Dock. The terrain is far more detailed and there are many more specific landmarks in the area. The RPG storyline is how our 4 heroes make their journey to Tora Dock due to Citadel being taken over by the Everarchans. The 6 Saviors, the heroes you were as in 1 - 1 and 1 - 2, have mysteriously disappeared, and you must guide your 4 heroes through the many obstacles and challenges on their journey to Tora Dock. The story is much more rich as 1 - 1 and 1 - 2, and, yes, I have noticed that the past ones are very bland in story and detail. If you were very observant about 1 - 1 and 1 - 2, there are a lot of loose ends. For example, if you unlocked the secret Characters in 1 - 1, who is Danduin and Asadaz? You might find out! The Avarian Chronicles will cover much about the Everarchan World, and the lifestyle of the people in those times. I hope you will enjoy the story as I will making this map (and I will be happy doing so).
Battle System
This is, undoubtedly, the pride and joy of this RPG. The battle system is probably the most unique and complex as any, and it is, as I am typing this, open in my editor and under construction. This is what motivates me the most to release this next map. I have all the details for you. You will be impressed.
• Starting Battles
The unit you will be moving with is called your "party". If you have played Fate & Destiny RPG, it is exactly the way you move. When you encounter units, you might start a battle. Your battle will take place RIGHT THERE WHERE YOU ENCOUNTERED THE ENEMY. Remember, this is FF style. This means that any doodads, cliffs, and other terrain and units WILL AFFECT YOUR BATTLE! Any of your allies, or any other computer passerbyers that are armed and within the arena, will be included in the battle with you and fight alongside you. You will be given 12 seconds to move around about in the 25 x 25 arena you are contained in. Then the battle begins.
• Enemy Selection/Stats
You will fight enemies one at a time until there are no more in the current arena. In the beginning of the battle, an enemy will be chosen, and it will give you it's stats. They are the following:
• HP (Enemy Hit Points)
• Resistance (Unit Armor)
• Attack (Unit Attack Damage)
• Armor (Unit Hit Points)
• Evasion (Speed)
• Spells/Abilites (Special attacks, spells, magic or attributes connected with it. i.e. Auto-Potion, Auto-Revive, Resistant to Magic, etc.)
What might catch your eye at first is what the difference is between Enemy and Unit. Enemy HP is shown as Vespene Gas. Whenever the enemy dies, it is revived where it was killed, and Vespene is depleted. So, Armor, or Unit Hit Points, is the amount of health the unit it resembles has. For example, a Metaclaw is a Zergling. It has 25 HP (Triggerwise) and 4 Armor (4 Regular Unit Starcraft Hit Points for Zergling). Resistance is the amount of Armor on the Unit, or in this case, Zerg Carapace Upgrade Point Amount. Attack is the regular amount of damage it would do if it were modified in SC. Okay. Now, Spells/Abilites. Each unit you fight has it's own special attributes and spells. Some attacks can even inflict Ailments which I will explain now.
• Ailments
Certain skills and abilities can cause Ailments. These Ailments can be effected on players as well as enemies. Each Ailment will cause the battle to become much more difficult. Most of these will effect the battle in between unit turns. The Ailments are the following:
• Poison - Deals 10 Damage to all Heroes/Deals 10 Damage to Active Enemy
• Shock - When attacking, causes Hero to constantly miss/Causes Active Enemy to constantly miss
• Drown - Skips Party's turn and Enemy recieves turn/Skips Active Enemy Turn and Player recieves turn
• Burn - Depletes Party's armor to minimum/Depeletes Active Enemy armot to minimum
All of these ailments can be cured using a Remedy Item. The only exception is that the ailment Drown will always continue until randomly cured. Other special Ailments are directed toward single Characters, but only a few have been made. These are:
• Blind - Creates an Arbiter above the enemy, stalling enemy damage.
• Sleep - Skips Character's turn
All ailments can be caused by skills, auto-abilities, traits, and spells. Your four heroes each have a certain ailment they can use. They are:
• Axel - Water // Drown
• Bane - Fire // Burn
• Katherine - Lightning // Shock
• Z - Toxin // Poison
Some abilites that cause Ailments are:
• Spark - Shock
• Blaze - Burn
• Tide - Drown
• Epidem - Poison
Some abilites can also cause more than one ailment:
• Sandstorm - Blind, Poison
• Thunder Cloud - Shock, Burn
• Acid Rain - Poison, Drown, Burn
• Plague - Shock, Burn, Drown, Poison
All ailments are automatically cured after a battle. They are also nullified when the battle is lost, or when a Character Ailment is occured, when a Character runs out of HP. Phoenix Wings also cure ailments. Now to items.
• Items
Items can be used by all Characters except for Katherine. There are currently 5 items that are usable:
• Potion - Restores up 100 HP to Character that uses it
• Mega Potion - Evenly distributes 1000 Party HP to all non-K.O.ed Characters.
• Remedy - Cures ailments Poison, Drown, Burn and Shock for entire party.
• Phoenix Tear - Revives K.O.ed Characters with 100 HP and Restores 100 HP to non-K.O.ed Characters
• Phoenix Wing - Revives K.O.ed Characters with 1000 HP; Restores 1000 HP to non-K.O.ed Characters; Cures ailments Poison, Drown, Burn, Shock, Blind, and Sleep; Restores Armor to maximum
Many items can be bought in certain shops, randomly found, dropped by enemies, found by chests, given by people, or as a prize in Quests. Later on, equipment may contain Auto-Abilities that automatically use items in stock when needed. Equipment is next.
• Equipment
Along with items, Equipment can be used. All equipment have their special traits. They are automatically used toward the entire party, and they can give certain abilites and stats. Such as:
• Auto-Regen - Gain 3 HP each turn
• Auto-Potion - Uses potions when HP is below 100
• Auto-Phoenix - Uses Phoenix Tears when a Character is K.O.ed
• Magic Immune - Party becomes Immune to Magic Attacks
• Ribbon - Party becomes Immune to all Ailments
• Null Poison - Party becomes Immune to Poison ailment
• Null Drown - Party becomes Immune to Drown ailment
• Null Shock - Party becomes Immune to Shock ailment
• Null Burn - Party becomes Immune to Burn ailment
• Parasite - Steals HP from Enemy to current player when turn is on
• Magic Prize - Gives 1 HP for using Magic
• Attack Prize - Gives 1 HP for using Attack
• Skill Prize - Gives 1 HP for using Skill
• Item Prize - Gives 1 HP for using Item
Equipment can be equipped only at inns.
• Magic
All Characters can use Magic except for Axel. There are three types of Magic:
• White Magic - Katherine // Cures, Restores HP, Revives K.O.ed Characters
• Black Magic - Z // Spells that deal damage and causes ailments, Kills Enemies
• Arcane Magic - Bane // Spells that steal HP, Depletes, Causes Ailments, Kills Enemies
There are 7 spells per Magic type:
White
• Cure - Restores 100 Party HP
• Restore - Randomly cures one ailment (might choose an inactive ailment)
• White Cure - Restores 500 Party HP
• Green Leaf - Revives K.O.ed Characters with 100 HP and Restores 100 HP for non-K.O.ed Characters
• White Dance - Randomly Restores Party HP
• Full Restore - Cures all ailments
• Purify - Revives K.O.ed Characters with 1000 HP; Restores 1000 HP to non-K.O.ed Characters; Cures ailments Poison, Drown, Burn, Shock, Blind, and Sleep; Restores Armor to maximum
Black
• Spark - Might Shock. Deals 10 Direct HP Damage to Enemy for every inactive enemy
• Blaze - Might Burn. Deals 20 Damage + Random amount of extra Damage
• Tide - Might Drown. 50/50 Chance of dealing 10 HP Damage. If successful, redoes spell.
• Epidem - Might Poison. Deals 100 - Random amount of Damage.
• Black Dance - Might Poison. Might Drown. Might Shock. Might Burn.
• Soul Setter - 25% Chance of killing Enemy
• Plague - Poisons, Drowns, Burns, and Shocks Enemy. Deals 100 + Random amount of great Damage.
Arcane
• Drain - Steals amounts of random HP from Enemy
• Gamble - Deals Random amount of Damage to Enemy. Deals Random amount of Damage to user.
• Great Drain - Steals Large amounts of random HP From Enemy
• High Roller - Deals Large Amount of Random Damage to Enemy. Deals Large Amount of Random Damage to user.
• Arcane Dance - Might Drown, Burn, Shock, and Poison Enemy. Deals 50 Damage to user.
• Reaper - Deals the amount of Damage equal to the User's HP. Drains User's HP to 0.
Chemist Mode
There will be a new way to buy items. Instead of the traditional go up to a beacon and just buy an item, you will have to MAKE an item using certain ingredients to get the desired item. In other words, you won't buy a direct item, you will buy the ingredients to make an item. This will be done quite easily. You will be given a barracks whenever you visit a chemist, making a certain amount of each unit, you will create an item. To keep you from automatically making an item when you hit a formula, you will lift off the barracks to finalize the formula. Each ingredient will cost a certain amount of minerals/gold. Special ingredients and things will be given to you during the game later on. Some of these items you can make as a chemist are:
Potion
Mega-Potion
Phoenix Tear
Phoenix Wing
Remedy
Elixir
EXP Boost
Rare Candy
AilNull
Chapters
There will be chapters in the game. This is the "stages" that you will occur in the game. Each time there is a new chapter, all chests will be reset so you can get new items from them, Character socializations will be reset for new things, etc. Previous Chapter sections will effect other later Chapter incoming.
Treasure Chest
Treasure Chests are scattered throughout the Everarchan World, each containing either rare items, ingredients, or equipment. The way Chests work is like traditionally, you walk up to one, it opens up, and you get an item. However, in ERPG:AC, all the Chest items are random, being either ingredients, gold, equipment, or items. Once a chest is opened once, it cannot be opened again until a new Chapter unfolds. As you go deeper into the game, Chest treasure becomes more valuable and rare.
Backpack
A wonderful idea given by a fellow Mp) member, Mp)Mystic. Basically what the backpack is is a shuttle system that follows you around everywhere during party mode or "no-battle" mode. The backpack allows you to use items like Phoenix Wings, Phoenix Tears, Mega-Potions, Elixirs, Hyper Potions, etc. while a Battle is not taking place. Using these items of course will also affect your item count in regular battles. So no, there won't be seperate amounts of items. It will be the same. Eventually, there will also be other items you can use terrain wise and missions: Keys, Bombs, Bottles, and other Items.
=================================================
[CENTER]
REQUEST FOR TESTERSWould people mind saving a replay of their game so that I can check for errors? If you can it would be highly appreciated
++++++
Tutorial on how the Battle System works:
HereDownload Page:
Here[/CeNTER]
I'd like to know what people think about the system. Comments of improvement and constructive critisizm are appreciated.