So, I'm having trouble with a couple of the skills I want to put in my game, and I was wondering if these skills are even going to be possible with the limitations of the program/available plug-ins? If they are, would anyone know how to make them?
The first skill I'm struggling with is for my Soulrager sub-class. The Soulrager has a mechanic unique to it called Fury that raises Power (an attribute I added by removing Magical Evasion through the use of Yanfly's Hit Accuracy plug-in. I made the Evasion stat handle both physical and magical evasion. Power is a % boost to all damage dealt and is only raised through certain states.) and ATK/MAT at the cost of decreasing both physical and magical hit (I removed Critical Evasion because the mechanic as a whole doesn't really make sense to me...), DEF, and PDR and MDR. Each of the Soulrager's skills add one or more stacks of Fury to the character, with a limit of ten stacks (at which point you have 25% Power, +5 ATK and MAT,-25% to both Hit stats, -25 DEF, and x1.1 PDR/MDR). However, one of the skills I wanted to add would deal massive damage assuming the character was at ten stacks, or if not the skill would add a yet-to-be-determined number of Fury stacks (I'm thinking 4 or 5?) My problem is, while I am certain this could be handled through common events (I saw something similar to this on another post, but as the common event was in another language I couldn't really understand what it was saying XD), I don't know how I would do so.
The other skill I'm trying to make is like the Assassin poisons and Nightblade "blades" from RIFT. When the skill is active, each skill the user uses has a chance to deal additional damage (though in my case I'm looking for the skill to give each attack a chance to cause a status ailment like Smoldering Blades' causing Burn (http://rift.magelo.com/en/ability/1667467065/Smoldering-Blades) or Lethal Poison's decreasing their Critical Evasion (in my case I'm looking to decrease Crit itself (http://rift.magelo.com/en/ability/791409760/Lethal-Poison)).
If anyone can help, that would be appreciated! :)
The first skill I'm struggling with is for my Soulrager sub-class. The Soulrager has a mechanic unique to it called Fury that raises Power (an attribute I added by removing Magical Evasion through the use of Yanfly's Hit Accuracy plug-in. I made the Evasion stat handle both physical and magical evasion. Power is a % boost to all damage dealt and is only raised through certain states.) and ATK/MAT at the cost of decreasing both physical and magical hit (I removed Critical Evasion because the mechanic as a whole doesn't really make sense to me...), DEF, and PDR and MDR. Each of the Soulrager's skills add one or more stacks of Fury to the character, with a limit of ten stacks (at which point you have 25% Power, +5 ATK and MAT,-25% to both Hit stats, -25 DEF, and x1.1 PDR/MDR). However, one of the skills I wanted to add would deal massive damage assuming the character was at ten stacks, or if not the skill would add a yet-to-be-determined number of Fury stacks (I'm thinking 4 or 5?) My problem is, while I am certain this could be handled through common events (I saw something similar to this on another post, but as the common event was in another language I couldn't really understand what it was saying XD), I don't know how I would do so.
The other skill I'm trying to make is like the Assassin poisons and Nightblade "blades" from RIFT. When the skill is active, each skill the user uses has a chance to deal additional damage (though in my case I'm looking for the skill to give each attack a chance to cause a status ailment like Smoldering Blades' causing Burn (http://rift.magelo.com/en/ability/1667467065/Smoldering-Blades) or Lethal Poison's decreasing their Critical Evasion (in my case I'm looking to decrease Crit itself (http://rift.magelo.com/en/ability/791409760/Lethal-Poison)).
If anyone can help, that would be appreciated! :)