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I am designing a mechanic for my game where players may assign a skill to "Trigger" (automatically and immediately get cast) when a specified condition is met. The benefit to doing so is that actions cast via Trigger won't use up the character's turn; the drawback is that the skill isn't available for selection on the standard Skills menu during combat if it's assigned to a trigger.
I'm finding it very hard to come up with a robust list of trigger conditions, though! Here's what I've come up with so far:
There are few other elements in my specific game that I can use as counterbalances where triggers are easy or hard to achieve. There are also some complex rules that dictate which battlers will automatically be targeted by the Triggered skill (for example, a "One Enemy" skill that triggers when you KO an enemy will select the nearest alive enemy as its target; a "One Ally" skill assigned to the same condition will select the user). I don't want minutia to get in the way of a good brainstorm, though! Don't worry about details like balance or targeting - if your idea is cool in your head, I'd love to hear it!
Can you help me think of some cool trigger conditions that a player could assign to skills? What kind of easy-to-recognize events happen during the course of a battle that are common enough that a player can occasionally make it happen, yet not so common they will be happening every single turn?
I'm finding it very hard to come up with a robust list of trigger conditions, though! Here's what I've come up with so far:
- Triggers when this character KO's an enemy (can only occur once per turn).
- Triggers when this character's ally KO's an enemy (can only occur once per turn).
- Triggers when this character's ally is KO'ed by an enemy.
- Triggers when this character's HP falls below 20%.
- Triggers when this character spends 200 MP during a battle.
- Triggers when this character has at least five skills simultaneously on cooldown.
- Triggers at the beginning of each battle.
- Triggers when any ally has at least four positive states on them.
- Triggers when all enemies have a different negative state on them.
There are few other elements in my specific game that I can use as counterbalances where triggers are easy or hard to achieve. There are also some complex rules that dictate which battlers will automatically be targeted by the Triggered skill (for example, a "One Enemy" skill that triggers when you KO an enemy will select the nearest alive enemy as its target; a "One Ally" skill assigned to the same condition will select the user). I don't want minutia to get in the way of a good brainstorm, though! Don't worry about details like balance or targeting - if your idea is cool in your head, I'd love to hear it!
Can you help me think of some cool trigger conditions that a player could assign to skills? What kind of easy-to-recognize events happen during the course of a battle that are common enough that a player can occasionally make it happen, yet not so common they will be happening every single turn?
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