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love this plugin and it's got me pretty excited about designing elaborate shield-use mechanics in my current project.  As a quick note, the demo project requires but does not include most of its plugin dependences (I presume this may be in part due to Yanfly shifting plugins in part behind pay requirements.)  Figured I'd give you a heads up though--if all else fails you could have a 'packaged' demo so someone can try it out without having access to those additional plugins?

In the meantime, I noticed that you'd played around with a 'flat-footed' state, though I didn't see it used in the demo near as I could tell; I love the prospect though as it pertains to blocking--and also, potentially, parrying.  

I was curious as to how you might suggest going about implementing such a state as a thought exercise--I figured it could be set to auto-resolve after an action is taken, to represent the actor being ready to receive attacks, but I'm a bit on the fence for implementation when it comes to how broadly to apply the state and when.

Presumably, via Yanfly passives or otherwise, the flat-footed state could auto apply to everyone and then fall off as actors perform actions; this could be trimmed down with a qualifier for only applying the state if a given actor -also- has the 'blocking' state, since a reduced block chance isn't relevant to actors who can't block in the first place.  However, if a theoretical flat-footed state also applied to parry chance, that gets a bit broader.

Overall not necessarily too huge a deal in the context of 'actors are flat-footed when battle starts'--but it does open the door for more D&D-minded mechanics like sneak attack, etc. too--with actor abilities that can leave an actor 'flat-footed' for however long and dealing bonus damage or whatever other effects as a result.  Just food for thought!

That is correct, I had to remove the yanfly plugin dependencies from the demo project as I'm not allowed to redistribute them. They are still loaded in the plugin manager, so someone wanting to use this plugin can simply drag and drop the correct yanfly dependencies into the plugin folder of the demo to quickly get it up and running.

I can think of one fairly easy way to implement the flatfooted state, and that's by using the <block chance: -x> tag on a state (or <lower block chance: x> but this tag is deprecated). You'd use that in combination with passive state conditions, or other conditions that always add it to the actors at the beginning of an enemy ambush, or whatever else you want, or even add the state to targets of specific skills. 

You could also use that state as a trigger to change sections of action sequences as well.