Synchronization Effects

Tsukihime

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This script provides additional "synchronization effects", or simply "sync effects", for Synchronized Battlers. The default sync effect is when the parent dies, its children also die, which is called "sync death" effect.


Some sync effects that are available include

  • Setting the exp rate for enemies that died due to "sync death"
  • Setting the gold rate for enemies that died due to "sync death"
  • Sync'ing HP between two linked battlers so that damaging one will also damage the other
  • Sync'ing MP and TP between two linked battlers so that any consumption by one battler will also consume the MP/TP from the other
New sync effects can be added easily, such as synchronizing states or features.
Using sync effects can greatly customize your synchronized battlers.


Get it at Hime Works!
 
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Probotector 200X

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Sounds pretty awesome!

Synchronizing states and features? That would be really interesting, so much to work with there...

Hmm...how about variations of states and features? Like a cover/protect trait/feature that only protects other actors/enemies already synchronized with that other character? So like, Synchronized battlers that protect each other, or one-way protection? Just an idea.
 

Tsukihime

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That's an interesting idea.


Currently, I have designed it so that sync-states and sync-features only require a one-way link.


For example, suppose you have three enemies


-Robot


-Guard Drone, with a permanent "shield" state


-Attack Drone, with a permanent "fury" state


The shield state doubles your defense, while the fury state doubles your attack.


When the guard drone links itself to the robot so that the robot is the parent and the drone is the child, the parent will inherit any states that the child currently has (which might sound strange, since you'd think the child would inherit from the parent, not the other way around). When the drone is unlinked from the robot, the robot loses the shield state (unless it had one itself)


The same would apply to features: parents inherit features from the child.


You'd need a separate script to create the cover state that you want, because the default engine hardcodes the cover state logic.


I would need to provide a way to define what "direction" the effect goes though, because you can have "parent inherits from child" as in the robot+drone example above, or "child inherits from parent" as in the cover state where the parent covers any linked children.
 
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Probotector 200X

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Alright. Just curious, are you planning on working on something like that? I don't know much about scripting, like Protect being hardcoded, so I don't know. It could be cool though.
 

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