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Skill-Trees and Summons

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Final Fantasy Topsites

MH Walkthrough: Creating Everything Else

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MH Walkthrough: Creating Everything Else

Post by Information Moogle on Mon May 25, 2015 1:00 am



Last edited by Information Moogle on Fri May 27, 2016 1:01 am; edited 2 times in total
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Gains

Post by Information Moogle on Mon May 25, 2015 1:09 am




Character Tier One (6-16):

  • 100MP
  • 1GP
  • Access to both Skill-Trees
  • Access to tier one abilities on skill-trees
  • 10 post MP cool down

Character Tier Two (17-26):

  • 200MP
  • 3GP
  • Access to tier two abilities on the skill tree
  • 9 post MP cool down

Character Tier Three (27-36):

  • 300MP
  • 6GP
  • Access to tier three abilities on the skill tree
  • 8 post MP cool down

Character Tier Four (37-45):

  • 400MP
  • 9GP
  • Access to tier four abilities on the skill tree
  • 7 post MP cool down

Character Tier Five (46):

  • 500MP
  • 10GP
  • Access to tier five abilities on the skill tree
  • 6 post MP cool down
  • 6 post GP cool down

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Synthesis

Post by Information Moogle on Mon May 25, 2015 1:11 am





You are able to create weapons, armor, and other items at your leisure. The intricacy and power of your creations depend on your character tier. The higher it is, the more you'll be able to do with items in terms of effectiveness and abilities. It is noteworthy that you are able to use higher tier items if somebody of a higher tier gifts one to you.

An item is inherently better quality based on the individual's character tier. A Tier One sword, for instance, is not as sharp and refined as a Tier Five Sword. Character Tier accounts for quality of craft and materials. The Tier Five sword is markedly more durable, able to take severe amounts of weight and strain. For example, a Tier Five Shield or Armor Piece could withstand a direct hit from an individual with Tier Five Strength. While this doesn't mean that a Tier Five Sword will slice right through a character with Tier One Endurance, it does mean that it's craft is superior and in all relevant situations versus items of lower quality, which would determine the status of said items.

This does not grant them immunity to magic abilities. Only specially made metal wouldn't conduct, as would only specially made metal not rust. These materials are available to all tiers, but never in combination. In addition, all metals with exception to Orichalcum, which is reserved for Keyblades, Keyblade Armors and event items only, are subject to metal manipulation. Orichalcum is in and of itself, not susceptible to destruction, rust, and only conducts magical lightning instead of both forms. It can not melt or otherwise be damaged. Due to these properties and the rarity of the material, Orichalcum is not a material available in typical synthesis.
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Party Members

Post by Information Moogle on Mon May 25, 2015 1:11 am





Party Members are accessory characters meant to complement your main character. They provide an array of auxiliary functions such as healing, support, defense, and offense. Party members level functionally with your character's tier,  meaning a Tier 1 character can not have a Tier 3 party member. A character may only have two Party Members at a time.

The progression of stats  of a party member happens differently then a regular character. Rather than increasing the tiers through stat points, a party member can raise a stat by an entire tier four times every time your main character grows character tier. However, this stops after your character tier reaches tier 3, meaning you can only have 12 tier upgrades. You are free to distribute your stats however you want, but you must keep record of them in the Party Member Stat Sheet sub-forum.  For all intents and purposes, no matter how their stats are arranged, when maxed out, their character tier will be 3. In addition, once you reach tier 3, any party member you make from that point on will be able to be maxed out.

The Party Members do not get abilities, weapons, skill trees, summons, or anything else of the like approved. Instead, each party member has their own corresponding skill tree in the application, detailing their functions. A normal weapon such as a sword would already not need to be approved, but unlike Main Characters who have a wide array of vast and unique abilities all the abilities a Party Member is capable of possessing exists in the skill tree potion of the application. This includes abilities tied to item enchantments, physical anomalies, magic or martial abilities, and summons. If a Party Member is given an enchanted weapon, the weapon would still take up a item slot of whoever gave it to them.

Party Members can not have Keyblades or Drive Forms.

Party Members also do not have an MP or GP Pool. This means that most of their abilities will be entirely cooldown based. However, during the time of approval staff may ask that certain abilities have a comparative MP cost as to provide an easier way to determine the comparative function of magic spells such as Reflect and the barrier variants. It is important when questioned by staff to stress whether or not the skill they are approving is a spell or a spell-like ability. Spells are inherently more complex than spell-like abilities can be, so lower levels of both can be mistaken for one or the other.

Elemental Distribution is just like it would be for a main character. Party Members may use any primary element that exists, but have added proficiency with those on their list. They may have one advanced element, and may only have combination elements that relate to their primaries.

On their own, Party Members aren't incredibly powerful. They do their best when they have synergy with the Main Character. While making support party members is a good idea, and it may seem tempting to build a party that absolutely requires every part to function, experience may turn a different tune when you later lie dead or defeated.
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Skill Trees

Post by Information Moogle on Mon May 25, 2015 1:23 am





A Skill Tree is a group of skills your character holds that all share a theme, represented by the base ability.

A character starts out with two skill trees from the beginning. They may gain an additional skill trees, such as Keyblade Skill Tree, Drive Form Skill Tree, and World Leader Skill Tree. However, these are optional and all difficult to attain.

Skills do not typically use MP or GP and rely heavily on cool down costs. They have the versatility of abilities, but must ultimately fit the theme of the overall skill tree.

Every skill tree is divided into five tiers that will reflect your own character tier. You are only able to use tiers that are less than or equal to your character tier. However, there is an exception to this. The World Leader skill tree is based on how many topics you have in the world you own, and you can only unlock tiers by meeting the active topic requirements. When you initially make a skill tree, you are allowed to make only the first tier. When you grow a tier, you can add another tier or change previous skills by contacting a staff member.

MP and GP gains are fixed and cannot scale with character tiers. The max amount of gained GP for a skill tree is 10GP. You may only gain two GP per tier. (Ie. 2GP at Tier One. Another 2GP at Tier Two. Another 2GP at Tier Three, and so on and so forth.)
Ability-like skills will be inherently weaker than if they were an actual ability.
Barrier skills can be cast instantly, but only last in the same post it was cast.
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Abilities

Post by Information Moogle on Mon May 25, 2015 1:24 am





Introduction:
Magic is a mysterious power that anyone could grasp. It can do a great many things. It can heal and destroy. It grows stronger as you grow stronger. It is seemingly infinite, as when you drain yourself of your magic, it suddenly appears again a short time later. In its rawest form, it is powerful. When guided by you, it can accomplish nearly everything. However, keep in mind to train your Magical Prowess if you wish to focus on magic.

Magic can be used by any warrior of the universe. Anybody who is unique among the average human can use magic. You will gain magic as you grow in power, even if you don't necessarily focus on your Magical Prowess. However, if you do focus on your Magical Prowess, you can double the amount of magic you can use. The complexity of how you use it and the ease at which you can also increases. Like strength, magic is something that grows on you. As you grow stronger physically, it's easier to lift objects and to land powerful punches. Magic is the same. You must keep this in mind while fighting with others.

Magic is represented by Magic Points, shortened to MP, which is something that allows you to gauge how much magic you have available .You can utilize magic by advancing character tiers or magical prowess tiers.

Magic of equal cost is not of equal power if there difference in Magical Prowess tiers.

For example, let's say you use a 10MP fire spell and your Magical Prowess is T1. Your opponent uses a 10MP fire spell and their Magical Prowess is T2. If these spells collided, your opponents fire spell would overwhelm yours and continue, though it will be considerably weaker. If your opponent was T5 in this situation, your spell would barely slow their spell down. Also keep in mind that you grow exponentially from tier to tier.

Magic is what fuels abilities, which are diverse in their form, though commonly used as spells and enchantments. Spells are usually instant or happen over a few posts. They're often used in the heat of battle, when you need to be quick on your feet. Enchantments are more subtle in execution, used more for enhancing yourself or taking control of an environment.  

Magic can be used actively or passively. Active magic uses enough magic to warrant a noticeable change in your magic pool and requires an actual MP cost. Passive magic uses very little magic, so little that it will barely affect your magic pool and won't require an MP cost.

Cool down is also an important variable in the creation of abilities. The longer it takes to reuse a spell, the less magic you'll need to expend. This can allow you to create spells that expend very little MP, so you can use a vast range of spells. Or, you can use spells that are more expensive in cost as to use them more rapidly. There is, of course, several other combinations to take advantage of, but the most any ability can passively reduce Cool Downs is to a minimum of one.

You are free to use any type of element you want with abilities. However, using any element that isn't your primary is very difficult. You will only be able to create simple and crude spells with secondary elements which are considerably more expensive in MP cost and cool down. Magical Prowess will alleviate this, however never enough to match a spell made with a primary element.

At every increase in magical Tier, characters may upgrade their spells. Depending on the spell, there may be no increase to cost or cool down. They can also choose to replace or get rid of abilities. They must notify staff of this.

Unless specifically mentioned otherwise, all instances of referencing tiers (T1, T2, etc) refer to the Magical Prowess tier.

  • The maximum amount of MP that can go into a single spell is 1500MP.
  • A Targeting ability is one that instantly affects the targeted person, however it typically cannot inflict damage.
  • A Homing or Tracking ability can inflict damage, but cannot hit instantly.
  • Abilities can only be active, and cannot be passive or conditional. However, they can have passive and conditional effects, as long as they are activated beforehand.
  • Due to the previous ruling, you cannot create an ability that is an aura.
  • Designating an immunity from auras prevents you from having or using an aura.
  • Silence Effects can, so far, be generated from Dark and Light and Nothing, with other elements pending as their review becomes relevant. To initiate a silence effect, physical contact is not necessary but makes the ability cheaper, though without physical contact the ability will need to be an AoE effect.
  • Silence abilities need a tangible Achilles's Heel. For example, Kurt Zisa had orbs floating around when it cast Silence. Destroying the orbs would cancel the effects of Silence, and you would need to hold the orbs.
  • Increases or decreases to your any of your stats should be described with words (such as moderate, severe, minor) and will have fixed MP costs no matter what Character Tier you have. For example, if you increase your Strength by a moderate amount for 50MP for one post at T1, you cannot remake it at T5 to cost less.
  • You cannot decrease or increase a stat by an entire tier.
  • Healing damage will take as much effort as it did inflicting damage.
  • Barriers can be generated by virtually every element. While they can be generated through skill trees, the most effective barriers can be generated through abilities. Barriers are not cumulatively damaged by magic, they are overcome by it.
  • Reflect is created by Light only and either returns damage immediately or absorbs the damage and returns it in a different form. They will not reflect or absorb something more powerful than themselves, and will instead shatter. They will cost more than barriers of the same magnitude.
  • Any ability can not be reduced to less than half of its base cost passively.
  • All abilities can not be reduced to less than one post of cool down.

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Summons

Post by Information Moogle on Mon May 25, 2015 1:24 am





Summons, like Drive Forms, require GP to use. Unlike Drive Forms though, they don't necessarily require a Focus Item. Summons can be extremely powerful beings you can call to your aide, albeit temporarily. They can have their own abilities. They vary in appearance and functions. A summon can be of an element that isn't one of your primary elements. The maximum amount of GP that can be used to call a summon is 10GP. Like abilities, a Summon's cost can only be reduced by up to half.

A summon's duration is directly linked to how much GP it costs to call them. A 1GP Summon will last for 10 Posts! Each ability a summon uses costs a set amount of posts determined in the approval. As a Summon uses its abilities, it will last for less and less time.

You can also call other characters to fight for you with D-Links! Each D-Link requires a charm of some kind and takes up a slot. However, using the charm to call this willing ally only costs you 1GP, regardless of how powerful they are. They have no duration, and are present until they decide to leave.
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Plot Characters

Post by Information Moogle on Mon May 25, 2015 1:26 am





Mirage Hearts is a story based site, and as such it allows people to pursue their personal plots with as much creative freedom and opportunities as the system can allow. Plot Characters are meant to support this. They are similar to Party Characters, however, while Party Characters are capable of helping your character, Plot Characters are not and as a result, can be made with a lot more freedom.

  • You can choose how powerful a Plot Character is from the get go.
  • Your Plot Character can have as many abilities as you wish. They do not require MP, DP, or cool down.
  • A Plot Character does not have a limit on MP or DP.
  • To use a Plot Character in a topic, everybody currently in the topic must be present. A Plot Character cannot suddenly swoop in and save you, or fight your fight for you.
  • A Plot Character can have a Keyblade and Drive Forms. However, they cannot grant somebody a Keyblade unless they go through the process of actually getting a keyblade.
  • In addition, a Plot Character cannot have a powerful item and then give it to somebody, unless you are able create it with your own character, or they with their own.

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