Charge Magic and Sense

kreedves

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Ok I don't know how to explain it in words but I will try.
I what certain bosses (maybe some of my own spells and maybe a few standard minions) to have spells/skills that need to "charge" basically taking 2-4(maybe more) action turns until the boss finally uses said spell/skill (and naturally this is a powerfull spell/skill so players would need to make the most from these 2-4 turns, like phoenix down potions, increase def/m.def, etc.

As for the "Sense" I plan to make it so that it doesn't prompt the name of the spell instead, player will need actors/skills/spells that can "detect danger" kinda like a spidey-sense. We can give these "charge" skills a danger lvl. For example: let us that the danger lvl go from 1-10 and lets say a beast-like character, lets call him Mr.NiceBoy has a passive ability called "instict" if the "charge" skill used the boss (or whatever) is between 1-3 Mr.NiceBoy will not prompt a message, and wont act as if he nor his teamates are in danger, if 4-6 he'll say "hmm he up to something"; 7-9 "Whoa brace yourselves" ;a 10 "OMG SAVE YOURSELVES! PANIC AND RUN FOR YOUR LIVES!" naturally we ourselves have to give each individual skill/spell its danger level in the notetag and maybe have the "charge" be a skill type. Maybe even certain skill that can interrupt the charge skill, we can base it on the danger level or something & naturally we can give certain skill a "non-uninterruptible" notetag

Phew I am sorry that was soo long I hope you aren't confused and I hope there isn't already a plugin like but I haven't found it (i looked really)
 

bgillisp

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I think you could do this with a battle troop events plug-in and clever use of conditional branches and invisible states. When the boss goes to charge, have then use a skill which adds a state to them that you cannot see (hence the name invisible), then in the troop event, have it check every turn for if the monster has that state, and if so, check if the skill is high enough, and if so, then display the message.

The only issue I could see if you'd probably have to make sure all bosses have the same ID in the troop event for it to work (so always the first added, or something like that), but it could work?

Or, now that I typed it, if you use this rarely enough, just add it to the troop events for the bosses themselves. Then you know what the ID of the boss is and have no issues.
 

kreedves

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ya i looed abot the rpg maker i think i can make the "danger level" a game varibable and the sense a skil to respond to it, as for the charge i suppose making a "charge" state that last 2-4 turns making sure it doesn't attack or active for two turns by having a forced w8 command idk i will try it out
 

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