Also, I wanna ask. Does Dark Bargain just not work on non-player units? If not, I think it would be a cool option to make it so non-player units heal a flat 10 HP every turn
Give them 99 exp so they will fully heal at the end of their turns for a little while. SetUnitStatus can do this.
Is this post still taking ideas? I have a question and if it’s yes, can it be made into a skill?
Can you make it so a unit gets a boost when holding a Gem? And make it so the boost becomes bigger depending on the rarity of the gem?
Like this:
Power Gem: Gain +2 STR/SKL/SPD when holding a Gem. Gain an additional +1 the more valuable the Gem is.
So say you produce a hack with all Gem Tiers: Green-Red-Blue-Gold-Black. Or any tiers you want. By keeping one on your inventory, you gain more offensive stats. This would make for an amazing skill for mercenary type units (Farina, Hugh, etc) and certain thief-rogue units.
This is known as passive boosts and is already included with skillsys. I guess you’re saying to make the passive boosts only count if you have x skill? That’s not hard. Sorry, not doing that one.
I’m not making any more skills for now anyway but there were some nice ideas on this thread that perhaps I’ll take another look at in the future. Overall I made 40+ skills, created a turn calc loop, and made buff animations possible to call arbitrarily, so I’m pretty happy with that. Thanks for the ideas, everyone!
@Vesly it seems Shrewd Potential grants its effect regardless of whether a unit has the skill or not.
Thanks, I had fixed a bug and not tested it fully after doing so - only that it indeed increased the boosts. My bad lol. I made a PR now.