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Hello,
I'm currently working on a non-commercial game. One of its desired features is an insanity system. I have it set up in such a way that when insanity (TP) is too high for an actor, bad things happen. The most common consequence of high insanity is disobedience (character having a chance to attack a friend instead of doing a proper action) though there are some different effects too.
The request:
Currently the only way to gain/lose insanity (TP) is through skills and events. However, I would love to have a script which would include a passive TP gain/loss determined by your party composition. Here's an example:
Let's say we have actors A, B and C. A and B are good, C is evil. If you put all of them together during combat, C gains insanity (TP) every turn during combat. If you only put A and C together, nothing happens as they balance each other out.
Implementation idea:
My idea to achieve this was to have a variable, let's call it X for now, that changes depending on active party. It's 0 by default. Adding A or B increases the variable by 1. Adding C decreases it by 1.
Now, let's look at the actors. A and B both have if X < 0, then [TRG] + 5 (they slowly become insane). Meanwhile, C has the opposite, if X > 0, then [TRG] + 5 (he becomes insane instead).
I suppose you could use some clever tags like <ideology>evil</ideology> in actor list to show the script which characters are good or evil.
The above is just an idea though, I lack necessary experience to implement this and I could use some help :/
Extra functionality:
If such scipt was made, would it also be possible to include a "neutral" ideology?
Where actor marked with <ideology>neutral</ideology> doesn't add anything to X but DOES gain insanity if X is really high or low (if X < -2 or X > 2, then [TRG] + 5)?
Compatibility:
I would be grateful if this script could work with the other ones I'm currently using. I understand that this list is pretty long but if the script works with at least battle symphony and victor engine then that's good enough for me.
Yanfly's Party system
Yanfly's battle system
Ace Message System
Battle Symphony
Skill cost Manager
SKill restrictions
TP manager
Equip Passive Skills
Victor Engine
Victor Engine State Auto Apply
Likely complication:
I'm worried that the script I requested might not play nice if the amount of actors you bring into battle is smaller then your current party size. It would be great if the X variable described above could be only influenced by the actors that are currently in battle, not all actors that the player has access to.
Conclusion:
In short, I want to force the player to make a choice: either have a party of consistent ideologies that is perhaps less effective in combat or have a party of conflicting ideologies that pulls no punches but becomes unreliable due to insanity.
Thank you to everyone who took their time to read my request!
And yes, I have searched the web for any scripts that could achieve the above effect but I wasn't able to find anything like that.
I'm currently working on a non-commercial game. One of its desired features is an insanity system. I have it set up in such a way that when insanity (TP) is too high for an actor, bad things happen. The most common consequence of high insanity is disobedience (character having a chance to attack a friend instead of doing a proper action) though there are some different effects too.
The request:
Currently the only way to gain/lose insanity (TP) is through skills and events. However, I would love to have a script which would include a passive TP gain/loss determined by your party composition. Here's an example:
Let's say we have actors A, B and C. A and B are good, C is evil. If you put all of them together during combat, C gains insanity (TP) every turn during combat. If you only put A and C together, nothing happens as they balance each other out.
Implementation idea:
My idea to achieve this was to have a variable, let's call it X for now, that changes depending on active party. It's 0 by default. Adding A or B increases the variable by 1. Adding C decreases it by 1.
Now, let's look at the actors. A and B both have if X < 0, then [TRG] + 5 (they slowly become insane). Meanwhile, C has the opposite, if X > 0, then [TRG] + 5 (he becomes insane instead).
I suppose you could use some clever tags like <ideology>evil</ideology> in actor list to show the script which characters are good or evil.
The above is just an idea though, I lack necessary experience to implement this and I could use some help :/
Extra functionality:
If such scipt was made, would it also be possible to include a "neutral" ideology?
Compatibility:
I would be grateful if this script could work with the other ones I'm currently using. I understand that this list is pretty long but if the script works with at least battle symphony and victor engine then that's good enough for me.
Yanfly's Party system
Yanfly's battle system
Ace Message System
Battle Symphony
Skill cost Manager
SKill restrictions
TP manager
Equip Passive Skills
Victor Engine
Victor Engine State Auto Apply
Likely complication:
I'm worried that the script I requested might not play nice if the amount of actors you bring into battle is smaller then your current party size. It would be great if the X variable described above could be only influenced by the actors that are currently in battle, not all actors that the player has access to.
Conclusion:
In short, I want to force the player to make a choice: either have a party of consistent ideologies that is perhaps less effective in combat or have a party of conflicting ideologies that pulls no punches but becomes unreliable due to insanity.
Thank you to everyone who took their time to read my request!
And yes, I have searched the web for any scripts that could achieve the above effect but I wasn't able to find anything like that.

