Okay, so...for the game I'm trying to build, the world it takes place in doesn't have castable spells. Because of that, two of the default stats in MV end up being utterly useless: Magic Attack and Magic Defense (I've reworked Mana into Stamina, so it doesn't need any tweaking). However, with the loss of castable spells, I've noticed that support-oriented characters have become all but useless in the game, and typically end up getting replaced with offense- or defense-oriented characters. That said, I think I've figured out a way to remedy both problems at once by changing M. Attack and M. Defense into something different: Perception and Charisma. The problem is that, to my knowledge, getting these stats to work the way I want them to is impossible through events alone (to my knowledge, at least), and I seriously suck at coding. So I figured I'd put my idea up here and see if anyone wanted to take a crack at it.
Here's how I imagine the new stats working:
Perception: I imagine Perception working within skills, as a sort of success-chance meter. A certain type of skill (Let's call it Analysis skills) would be coupled with a success chance, which is increased with higher Perception values and decreased with the value of a certain trait for enemies (we'll call it "mystery value", just for kicks). Failing this skill doesn't refund the mana cost, but succeeding does one of two things (determined by the skill itself): either it applies a "Marked" state that induces debuffs when it attacks allies, or buffs allies when they attack marked enemies; or the skill applies a "Studied" state, that displays one or more pieces of information about the enemy: their remaining health, their remaining mana, what weapon they have equipped, their elemental weaknesses, and what skills they have available to them (prioritizing the findings in that order). This creates support characters who are built around focusing down single targets and providing the player with valuable information.
Charisma: Charisma, on the other hand, is kind of the opposite of Perception, especially so since the whole "success chance" mechanic here is optional (even though it bugs me to have a mechanic that only applies to one thing in the game, but I digress). Passively, the highest Charisma value in the party would increase the "sell" value of items and decrease the "buy" value of items in the shop menu. Actively, however, Charisma would increase the effectiveness a certain skill type (I'm calling them "speech" skills) that buff allies and debuff some enemies, or even act as a defense against Analysis skills. That part, at least, I can do with events, so the price-changing element is the more important one here. Altogether, this is by far the simpler of the two stats.
If possible, I'd also like these mechanics to apply to enemies as well. Basically, enemies would start a battle knowing nothing about the actors, and would only find out that information through skills that study the actors individually to glean pieces of information about them. For example, let's say two soldiers show up into battle with the player. Two of these soldiers have their behavior set to target the enemy with the highest HP, but they don't know the HP of any of the actors. Because of this, their initial behavior is for the two soldiers to protect the third, while the third uses a skill that studies the party. This skill comes back successful twice, so they manage to find out the current HP of two of the actors. Thus, when the next turn rolls around, the other two soldiers begin attacking, targeting the actor with the highest
known hp. I like this idea because it expands significantly on the tactical and strategic options available to the player, in a way that stays relatively simple and doesn't compromise the world-building. However, I realize that having this apply to enemies as well would be pretty difficult to put together, so if you just want to stick with the Actor functionality, that's fine. ^^
As for the relevant plugins I'm using, I have Yanfly's
Core,
Battle Core,
Battle AI Core,
Shop Menu Core,
Skill Core, and
Skill Cooldowns. I'm also trying to work with his
Charge Turn Battle system, but that plugin isn't working yet. So while I don't have it yet, it'd be ideal if whatever solution you work out is compatible with that.
Any help you can provide is immensely appreciated! ^^
~Blackjack