YEP Buff and States Cores... Adding States in sequences


Cloaked Wanderer...
Mar 28, 2014
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I was wondering if it's at all possible to say... add states in the following manner...

The enemy has elemental weakness to A Break and B Break... and I want to have it so if you were to use start with B Break which puts State B on them, then A Break which puts State A on them... it'd lead to a stunned state. That's the easy part. What I'm having a huge problem with is how to adjust this sorta thing for most enemy types to have different orderings of the states. I've thought of a few different things like maybe adding variables... but I feel I'd have to add 1 for all 3 Break types PER enemy.
I also realized in another scenario I'd be stuck making states for every single enemy. I thought also just doing it differently in general tho where using custom parameters, I could have the player lower it if they hit the weakness and thus apply the state. tho thinking about it now that seems really roundabout. but it was mainly in a sense that I could make a parameter for A, B, and C and when a certain combination where lowered on the enemy, they'd enter the stunned state.

But that lead to another problem... visualizing this all to the player. I'm not exactly sure how I'd go about showing the player these "Breaks" in a reasonable way. I know how add gauges to actors, but not enemies. so I while I could go that route to visualize it, I wouldn't know how to.

If anyone has any ideas or suggestions, I'd definitely appreciate them! thanks everyone! OH!... in case you need a better idea of how this is supposed to work, it's pretty similar to the Zone structure in Xenosaga Episode 2.

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