(05-06-2013, 08:19 AM)Virtuaboy123 Wrote: @BaegalI have no idea how possible that is programming wise, so I can always think of something else if need be--it wasn't set in stone anyway.
Good stuff!
I'll have to see if I can change the system for one character.
If not I'll give him an ability that's called eat. And maybe give split a "chance" type function, meaning it could work or could fail.
EDIT: If you're creating a battle system like Earthbound/Mother3, it might be possible to put the commands under what people normally have under PSI?
For example, instead of having PSI or magic in that particular tab, you have 5 abilites which would be randomly selected from a set 15-20 that shuffle every turn(explained below). If you have "Eat", "Inspect", "Throw", "Drink", and "Caress" as the five random abilites for one turn, when you pick one, it then pulls up the inventory to select an item for use.
What I was thinking with the system is that I have other options for items.
As in, take a pebble for example. While most people have the option "use" which can liken to "throw", I would have "Throw", "Distract", "Inhale", "Sniff", and "Trade".
Generally, players have one option for an item, while Okko/Oks/needsaname has 5, but only three actually do something.
"Throw" would work like the others--the pebble is thrown at an enemy.
"Distract" Can be something for projectiles--the object is thrown near an enemy, but statwise it can either lower the opponent's accuracy or distract them from attacking for a few turns (if it works).
"Trade" Would switch the item with any item the enemy might be holding. If the enemy has a cookie, Ocko (maybe?) switches items--he has the cookie, which restores health/etc and the enemy has the pebble which he is free to then use.
The other two would be joke options that prompt dialog like "This familiar odor reminds you of your childhood", which means it does nothing.
Or, it can hurt you as punishment (?). Maybe do like -1 for inhaling the rock or something.
The gimmick would be having much more versatility with items rather than having exclusive items, but they don't always work in your favor 100% of the time. The goal is to experiment and see what each command does!
I could probably generate 15-20 possible commands and for every turn, 5 options are randomly selected for every item.
Again, no clue if this can be programmed, but I think this would be really neat^^