Is this possible? (New Battle System)

sheeeeeeets

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I have been using RPG Makers since 95, just never jumped into the realm of status effects or states too hard, so pardon my questions if they seem too easy/hard...

Couple friends and I are starting a game, and we are trying to do something that not many, if any have done before.  We are trying to implement a battle system based on the way the game will be played, that involves status effects effecting % of damage a spell/skill will do.  Here is an example.

Every enemy/hero will start in a "Standing" state status, which will be indicated above their head.  You will have skills to cast while the enemy is standing, and skills to cast while the enemy is down.  Here is a battle scenario:

Heroes party enters battle with an enemy.

Both start with standing status.

Heroes has these abilities:

  1. Lightning - 100% damage to standing or downed enemy, 25% chance to knock enemy down
  2. Flash Flood - 150% damage to downed enemy, 50% damage to standing enemies
  3. Rolling Boulders - 150% damage to standing enemies and has a 75% chance to knock them down, 50% damage to downed enemies
Hero A uses Rolling Boulder to knock enemy down, placing enemy in the knocked down state and doing 150% damage.

Now that enemy is knocked down, it takes extra damage from Flash Flood, so the remaining heros use Flash Flood to do 150% damage to finish the enemy off.

Also, at the beginning of each hero/enemy turn, I would like to make it so that if they are knocked down, they have a 10% chance to automatically stand back up.  I will also like to have skills in their arsenals that they can use to stand back up, but perhaps waste a turn doing so.

I want their to be a status effect above all heroes/enemies of "Standing" when the battle starts, and make it so that certain spells/skills knock heroes/enemies down so other spells/skills can do more damage.  This can create some interesting battle mechanics, especially if I throw in gear/armor/weapons that will allow certain skills a higher % chance to knock down enemies or do more damage while they are standing or knocked down.

There are of course examples, as my game is different all together and I just want to make sure this is possible.  Any thoughts?
 

TheGamedawg

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This is interesting.  The closest game I can think of that does something like this is that South Park Stick of Truth RPG.  "Killing" an enemy with anything that isn't lethal will just knock enemies out.  Attacking them again will make them run away, but other enemies can revive them back to life.

I'm think of some ways to implement something like this.  Perhaps a way would be to combine the health bars into an "alive" and "dead" section.  When they reach <50% health, it would automatically apply the dead state (this could probably be done with plugins).  I would personally make a dead state as suppose to a standing state, since being dead would apply more features to a character.  For one, you could negate all of their abilities while dead, as well as change the percentages they take from certain attack like you described.  This may take a lot of elements, but this is what I think could be a way to do this.
 

sheeeeeeets

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Heroes and enemies need to start in the "Standing" state.  Skills need to have a % chance to alter the "Standing" state to a "Knocked Down" state.

I need to be able to make some skills do more/less damage based on what state the enemy/hero is in.

I don't like anything controlled by HP's but it might be a last resort.  Thanks for your input man :)
 
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Dalamar

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Any skill can inflict any state you want it to.  To get the skills to change based on state you could use add/seal skill type or add/seal skill.  To get the skills to do more damage based on what state the target has is done with the damage formula, which has its own topic pinned at the top of the support page.
 

sheeeeeeets

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Any skill can inflict any state you want it to.  To get the skills to change based on state you could use add/seal skill type or add/seal skill.  To get the skills to do more damage based on what state the target has is done with the damage formula, which has its own topic pinned at the top of the support page.
I will try this tonight and see if I can figure it out.  Thanks for your response :)
 

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