@KoldBlood For what you are describing (while off topic slightly) have you thought about using a"follow up" script which allows you to have one character use a move in response to another character using a different move? Maybe that will support the feeling you are trying to convey.
I look forward to hearing more about them!
Wall of Text Warning
First, touching on the "follow up" script real quick, yes the thought had crossed my mind at one point but I ultimately decided against it for a couple of reasons. The first being that I had finally got the battle system stable (I'm using quite a few scripts already and had to do some crazy script editing to make everything work seamlessly together) and the second being that I wanted the players themselves to make the smart decisions during battle that cause this synergy. Personally, I feel like if the game automatically follows up with an appropriate skill then it's kind of "playing itself" for the player. I want players to be able to look at all of the options I've provided and come up with cool strategies and combos on their own. This is why I try to make the returns for different strategies significantly increase the more complex the player gets with their strategies as that also equates to lost turns and/or SP for the player. Such as, if the player is willing the spend a turn and some SP they can setup a character to be more likely to land a critical hit on the next turn. This ties into the fact that critical hits for some skills will cause extra states to enemies
Anyway, back on to the topic at hand, I'd like to talk about my Crest Skills because I feel they are the most unique of the skills in my game.
For some context I'll give a quick summary on how Crests themselves work:
Crests:
Crest in the game world are ancient powerful artifacts that humans have figured out how to harness the power of both for practical (heat, power, water,etc.) and tactical (combat) purposes. Each character has a "crest bracelet" and by equipping Crests to that bracelet you can allow them to use powers of Crests in battle. The first bracelets your characters get only have a single crest slot but later in the game I'm planning for up to at least three slots. Each Crest provides some slight passive bonuses but their real power comes from the one or two special skills that they possess. It should be noted that battle Crests cannot be bought, they must be found in hidden dungeons throughout the game. They are also unique with only one copy of each Crest available so who you give the Crest too is just as important as what the Crest itself does.
Crest Skill Mechanics:
This is where things get interesting, each Crest Skill provides the Character who has it equipped with one or two unique skills that can only be used by the Character using that Crest. These skills are purposely designed to be more powerful than normal skills and are overpowered by nature, they are meant to tip the scales in the players favor. This might sound game breaking at first but here's the twist; even though a Character can have several of these skills available for use at a time only a couple can be used at once within a short period of time through the use of a re-purposed TP system (renamed CP). Each character has a total of 100 CP which is carried over from battle to battle, if they use some CP, it will slowly recharge at a rate of 2pts per turn. If the player kills an enemy it will charge their CP by 5.
With these mechanics in place, each Crest Skill is assigned a cost of CP between 1 - 100, depending on what the skill does it may cost a little CP or all of your CP. The catch here is that to use the most powerful skills you need full CP, you can use moderately powerful skills only a couple of times, and lesser powered skills several times. Since CP charges slowly during battle and faster from killed enemies these skills can be used in normal battles without fear of not having access to them again for extreme periods of time but they are also not able to be abused in boss battles. These numbers my still need some tweaking but so far they've worked well.
Finally, on to some of the skills. Sorry for the long post but I feel these skills don't seem as interesting without some knowledge of the mechanics behind them and some context.
The first Crest you get is "Blademaster". Blademaster allows the character who has it to use two unique skills:
Multi-Strike:
CP Cost: 75
Applies the Multi-Strike state for a few turns which causes the character's basic attack to hit three times in a row with perfect critical hits. This is handy when you have a sword with an element that enemies are weak to or if you just want to wail on a particular enemy (i.e. a Boss) and pairs well with the healer's ability to buff your attack damage.
Blade Dance:
CP Cost: 100
The character attacks every enemy with a 4x hitting attack with perfect critical hits. This move pretty much wipes out a normal enemy troop in one sweep and badly damages a boss type enemy. Very useful for escaping a sticky situation or just quickly ending a single normal encounter. The downfall is that your weapon's element type is ignored for this attack so you are relying purely on physical power for this one.
Well, this post has rambled on long enough for now, don't want to write a book. Anyway, now that I've covered the background mechanics I will cover more skills/skill ideas in my next post.