I was looking back on some of my existing content to date in the process of adding some new plot details to better accommodate a major decision regarding the fate of an associate during the course of a scenario that's required to proceed with the plot development and retrieve a necessary item for use in a major objective. In the course of doing so I realized that I have a nearby objective from earlier in the game that's supposed to enact a skill lock while you're inside, kind of like the underground portion of the Isis Royal Crypt in DQ3 (and in the same context by coincidence). I already considered completely locking the skills but that obviously prevents them from working at all - I want them to be completely nerfed instead (so that they only do 1 point of damage or recovery).
So far I have been able to do this with the damage portion, but recovery skills are a different matter entirely. I'm not sure if it's because of how MV handles recovery vs. damage but the element-based method I'm currently using doesn't seem to do anything for the recovery portion (and obviously I can't nerf everything without affecting the supply stash). So to completely lock skills in this manner (without actually locking them) I decided to check on the possibility that switching to using a plugin (at least for the recovery skills) may be of assistance in completing this functional limitation behavior.
So far I have been able to do this with the damage portion, but recovery skills are a different matter entirely. I'm not sure if it's because of how MV handles recovery vs. damage but the element-based method I'm currently using doesn't seem to do anything for the recovery portion (and obviously I can't nerf everything without affecting the supply stash). So to completely lock skills in this manner (without actually locking them) I decided to check on the possibility that switching to using a plugin (at least for the recovery skills) may be of assistance in completing this functional limitation behavior.
