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:
- Lightning - 100% damage to standing or downed enemy, 25% chance to knock enemy down
- Flash Flood - 150% damage to downed enemy, 50% damage to standing enemies
- 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?