Variable Number = New Abilities?

Blah_Blee

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Hello, I'm trying to implement a 'Drunken Kung-Fu' style to one of my characters.

Basically speaking, the character has a choice to 'take a drink', which will do nothing and use up their turn. However, I'm trying to make skills, boosted parameters, and extra abilities accessible depending on the number of 'drinks' taken. What I'm wondering is if this is possible using the default engine? Or is it only possible via scripting? This is inspired by the drink counter for Shun-Di from the fighting game 'Virtua Fighter', which I wish to emulate in some way.
 
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Warpmind

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Sounds to me like you could pull this off via a few (fairly huge) Common Events, and a replacement of that character's default Attack skill... all the character's Skills would probably, as you describe it, trigger Common Events to allow for the random chance of drinking instead of attacking...
 

Vox Novus

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As far as skills go you can create a skill that calls a common event that checks for the variable number of drinks taken and have conditional checks based on the number. Each number threshold can force the the character to use a different skill. I'm not sure of any way to alter the stats or extra abilities without running some sort of event first such as before an evented battle. Under this scenario before battle you can check the variable and alter stats or abilities/skills based on the variable for number of drinks taken, you'd have to remember to reset everything afterwards.

I guess it depends on how much eventing you want to do and whether you want the changes from the number of drinks taken to be immediately visible/noticeable to the player.

(Got to love drunken fist style! my favorite users in games or anime are Rock Lee from Naruto and Brad Wong from Dead or Alive)
 

Trihan

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Do you want the character to take a drink at the beginning of a turn before taking any action, or will this happen after the player has chosen to do something?
 

Blah_Blee

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Do you want the character to take a drink at the beginning of a turn before taking any action, or will this happen after the player has chosen to do something?
Oh, My bad. What I meant was that the player has a choice to take a drink instead of doing anything else.
 

Miss Nile

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Well, this is just my way of doing it based on how I understood. You want the player to drink a certain drink, say, 5 times before it would unlock a special skill or change certain parameters during battle only, right? So make a common event like this one,



And have it attached to the item of the drink you want. Then by the end of every battle, make the player forget the skill regardless of whether they actually learned it or not to reset everything.
 

Warpmind

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Oh, My bad. What I meant was that the player has a choice to take a drink instead of doing anything else.
Well, THAT simplifies things immensely; one Common Event for drinking and unsealing/sealing skills and stuff, and you're ready to get sloshed and kick butt. :)
 

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