#Ailments Rework

22 messages · Page 1 of 1 (latest)

prisma gorge
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My idea is to rework aliment rather then having flat chance, its more-so a build-up WITH the chance the aliment inflicting the higher the build-up. Then inflicting anyways once the build-up maxes out, and some sort of shield break mechanic would be cool, quite literally something from Octopath Traveller.

Also can we make it so Aliments have Resistances and Blocked mechanics and make the aliments usable on UNIQUE enemies, why even have it if it cant be used on them.

royal oar
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outright impossible without fundamental changes to game code

plush merlin
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Yea

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That's a bit too much of a tall order

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Ailment resistances are probably a thing, it's just they cannot be shown on screen

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(Wish they could be)

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Also, ailments CAN technically be used on unique enemies, since there are some that can be statused, but Atlus makes the main bosses immune - nothing a hex edit can't change up

plush merlin
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Yea, at least as far as ailment probability goes

prisma gorge
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because "outright impossible without fundamental changes" tells me it is possible.

plush merlin
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Honestly, you COULD say it's "possible", but having to do fundamental changes is simply too much for most modders

toxic sand
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Ailments Rework

left pollen
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There is a way to do this but it's not a "good way"...create several skills that have the effect chance you want... with the same effect
10%...20%...30%...etc.
Check in battle when those skills are used then swap the skill with the other skill and continue upward. Note you will need to basically do every battle for this.

plush merlin
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Yea...

royal oar
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that is also not possible

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in conventional means

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it's possible on the enemy's side but it's extremely scuffed

left pollen
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This indicates who it is...

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In the example of an event battle

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// Procedure Index: 3
void BTL_0357_ACTSTART()
{
    int actor = AI_GET_ACTUID();
    int modelID = AI_GET_UIDTOID(actor);
        if(modelID == 10){
        MSG_WND_DSP();
            MSG( ACTSTART );
        MSG_WND_CLS();
        }
}

In this example...the message box will only display on Kasumi's turn...you can further this...by has usedskill and then assign that as a global variable after finding who did what. It's still pretty bad though ngl. I'd run a loop on model ID in the range of 0 to 10 then check if the user has used the skill, yes(?) Add skill, assign the var to 0. On act end same logic if skill used assign skill to global var, remove current skill, assign global var that skill ID.