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- Apr 30, 2015
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I am making a game which draws heavily on Celtic myth/history, and the Celts are famed for being impossible to shut up.
I want to make a battle mechanic where you, an potentially enemies as well, can insult each other to gain bonuses, or to throw each other off. However, I thought it would be fun to have the player have at least some choice of what to say.
I've been trying to make this work through common events, where a "Taunt" skill calls the common event and then you choose a dialog option. Currently, I have a "You should be afraid of me" option that debuffs their ATK, an "insult" option that debuffs their defense, and a "weird" option that inflicts a confusion state. These are not necessarily the only options that will be available.
However, it currently pops up an "it had no effect" message before calling the common event choice window, and then afterwards doesn't give any indication as to whether it worked or not. I'm sure I could manually insert a message that said "the enemy is confused!" or something, but I don't know how to temporarily disable the "no effect" message.
Can I do this better with a script? If so, I'd appreciate being pointed to one.
Or else, should I split this "trash talking" into multiple skills? I could have a "Taunt" skill that's distinct from an "Intimidate" skill, has a precise effect, and then lets the player just choose their words.
I want to make a battle mechanic where you, an potentially enemies as well, can insult each other to gain bonuses, or to throw each other off. However, I thought it would be fun to have the player have at least some choice of what to say.
I've been trying to make this work through common events, where a "Taunt" skill calls the common event and then you choose a dialog option. Currently, I have a "You should be afraid of me" option that debuffs their ATK, an "insult" option that debuffs their defense, and a "weird" option that inflicts a confusion state. These are not necessarily the only options that will be available.
However, it currently pops up an "it had no effect" message before calling the common event choice window, and then afterwards doesn't give any indication as to whether it worked or not. I'm sure I could manually insert a message that said "the enemy is confused!" or something, but I don't know how to temporarily disable the "no effect" message.
Can I do this better with a script? If so, I'd appreciate being pointed to one.
Or else, should I split this "trash talking" into multiple skills? I could have a "Taunt" skill that's distinct from an "Intimidate" skill, has a precise effect, and then lets the player just choose their words.


