Request: Lingering skills (not as a state) on Battle Field

wrigty12

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I am looking for a way to have a "skill" linger on the field for a certain amount of turns, possibly applying at the end or beginning of each round.

Example:

Actor uses the skill "Fire Field". For the next 3 turns, there is a 33% chance that all enemies gain the "Burn" state. After 3 turns, the "Fire Field" skill subsides.

Example2:

Actor uses the skill "Healing Field". For the next 3 turns, there is a 50% chance that all allies gain a set amount or percent of HP. After 2 turns, the "Healing Field" skill subsides.
 

wrigty12

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wrigty12

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wrigty12

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SirCumferance

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You might try a skill that uses the Common Event to flip a switch, then have the Troop check and see if that switch is on and if so....viola
Yanfly has a script that puts a Troop event into ALL of Troops, so you only need to do it once. Pretty handy.

Hope it helps
 

Tsukihime

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Hmm, so basically, depending on which "field skill" you're using, it's as if the skill is automatically being executed at the end of every turn or every two turns or something as long as it's active.
 

wrigty12

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You might try a skill that uses the Common Event to flip a switch, then have the Troop check and see if that switch is on and if so....viola

Yanfly has a script that puts a Troop event into ALL of Troops, so you only need to do it once. Pretty handy.

Hope it helps
  But how would I turn the switch off after like 3 turns without a variable? That would be a lot of switches and variables for the number of skills I have planned..

Hmm, so basically, depending on which "field skill" you're using, it's as if the skill is automatically being executed at the end of every turn or every two turns or something as long as it's active.
Exactly Hime, do you think it can be done?
 

Tsukihime

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Who would the skill target?


How would players know that a field skill is active?
 

wrigty12

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The skill would target all enemies (maybe all allies too, but I might just yse it for all enemies. Would be cool to have both options).

I was thinking either the skill icon on the left side of the screen, or maybe even a picture placed "under" the enemies to give the illusion of the ground being affected.
 
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wrigty12

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Have you messed with this at all, Hime?
 

Tsukihime

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I haven't thought of a way to manage those lingering skills yet.
 

wrigty12

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Just giving this a bump.
 

wrigty12

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Reminder Bump.
 

bgillisp

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Are there any plug-ins out there that let you execute an action or add a state at the end of a turn provided the state is active? If so, you could use one of those plugins to manage this as follows (I'll use your fire field for an example)

Player uses skill, adds state Fire Field to all enemies. State does nothing on it's own, and state is set to expire at the end of 3 turns.

At the end of the turn, that state will try to add another state, with x chance of success, to everyone afflicted with the state.

I think that would work, if someone has written a plug in for it. I'm pretty sure you could have done this with Yanfly's lunatic states script in ACE, so might just be a matter of waiting until Yanfly gets around to converting it to MV.
 

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