Issue: I need to find a way to have a character learn a skill in battle that is only available for a short time, essentially a single turn.
Details: I'm working to make a more interesting battle system, and part of what I'm considering are different categories of attacks. One branch of attacks are classified as "Feints" which hit a target for minor damage, but change the foe to the status "OFF-GUARD." When this status is inflicted, the enemy cannot dodge, and has his/her defense halved for a turn. (The idea is you created an opening in their defense, to capitalize on, or set up for a teammate.) What I would like to do is give the user of a Feint Skill an extra incentive to attack the "Off-guard" foe, to keep the battle flowing naturally. I want the user to gain a skill for one turn, (this turn granting them a strong "finisher-style" move that may also grant other status changes) and then forget it by the next turn, regardless if it is used. Additionally, I'd LOVE to find a way to make the finisher move hit the foe inflicted with "Off-Guard" a lot stronger than a different enemy. (maybe through element weakness?)
I'm trying to make it to flow like this:
Player turn = uses [Stance Breaker]: Enemy is inflicted with [Off Guard] Status. Player gains [Helm-Splitter]
Enemy turn = uses [attack (opportunity to counter, attack, heal etc)] Enemy has 50% DEF
Player turn = uses [Helm Splitter]: Enemy is hit.
Enemy turn = uses attack (player forgets [Helm-Splitter], must reuse [Stance Breaker] to gain it back.)
Any suggestions or questions, please let me know :D
Thanks in advance.
Well basically you got the idea right...
lemme see if I got this right...
you're intending to remove stance breaker at the beginning to get helm splitter for AS LONG as such enemy has
the off-guard status on it?
well if that were the case I'd probably add a battle-long event that checks the enemy status per turn
so you can learn and forget the skills instantly (it's a theory)
I'd probably do:
1. create a new placeholder status (call it Pain... or whatever you like) have this status be triggered once off-guard is out, (this status serves no purpose just to time your skills)
3. set the event that checks the enemy's status, basically when the enemy is about to lose it's [Off-Guard] status it replaces it with [Pain] when this happens have it instantly remove your [Helm-Splitter] and restore your [Stance Breaker] finally remove the recovering status effect off the enemy
(like I said I'm only using this status as a skill retrieval phase)
now moving on to the battle...
1. Player Turn = uses [Stance Breaker] Enemy is inflicted with [Off-Guard] status player gains [Helm-Splitter] AND forgets [Stance Breaker] (you can do this by assigning a common event to your skill)
1.5 NOTE: at this point you'd have the event set so that when the enemy loses it's [Off-Guard] to trigger the
skill swap.
2. Enemy turn = uses [attack (opportunity to counter, attack, heal etc)] Enemy has 50% DEF
(this stays the same :) )
3. Player turn = uses [Helm Splitter]: Enemy is hit. (btw... you CAN make the helm splitter deal extra damage if you add [Off-Guard] as a weakness to all enemies)
and MOST IMPORTANT: make sure the attack removes [Off-Guard] and adds [Pain] or whatever you called it.
3.5 NOTE: At this point since the enemy is triggered with Pain status, this makes it so you instantly lose your [Helm Splitter] and recovers your [Stance-Breaker], also make sure this event removes the [Pain] status and resets it to normal to repeat the cycle.
by the way... I'm sorry for not properly testing this out since I don't have RPGXP installed on this PC... so basically this is all theory but should work.
good luck, and pretty cool combo idea you got there.
Thanks a ton. I'll give this a shot when I get off work. I can simulate this concept about 90% already (only issue its the skills remain) and its pretty fun to use. Ideally, I'm attempting to make the battle system more based on actually combat theory, and less about spamming skills.
Other ideas I'm working on.
1. Wounded: Status that drops enemy ATK by 10% for three turns, and inflicts turn based damage similar to the venom status.
2. Front line: Skill that bestows taunt status. Will draw enemy attention, (tank skill).
3. Weapon types: some are armored, and need attacks or weapons labeled as "pierce" to be hurt.
Other enemies can only be hit with projects and magic.
4. Enemy troops have plenty of eventing to give some personality and strategy. (This is major pain in ass.)