Raquel’s skill only works on Human enemies, if I recall correctly. So she can still kill monsters. I think this should also be included. And maybe be a config option, where the skill is ignored for units of a certain effectiveness type.
Well I have an idea I don’t know if this would be codeable but the idea for the skill is
Lucky Star: for one turn after you kill Maybe 6 units add the luck stat to the amount of damage you do until the next turn
Final two: when there is only two enemy units left on the map get a boost of strength equal to half of your skill
Don’t know if this has been a thing but yolo its fun
Spellblade Shinanigans: When attacking at 1 range add 2 +(magic/2) to damage, dodge, and crit and when attacking at 2 range add 2 +(str/2) to damage, hit, and crit avoid.
(Ik I made a alteration of arcane blade but hey it seems fun)
You know, looking at some skills in the skills list, i don’t think i remember cancel ever getting made, the skill% chance to stop a enemy’s attack, i though of maybe making a similar skill to a chara, but luck% lol, making it skill/2% might make it less op tho as well lol( this text dump is useless if they skill already got made bc my lazy ass didn’t recheck)
Aura
Initiative: Adjacent friendly units always strike first when attacked at 1 range.
Inspiring: Adjacent allies deal +25% damage.
Leadership: Adjacent unpromoted allies deal +25% damage.
Malice: Adjacent monsters deal +20% damage.
HP Restoration
Incarnation: At the start of each turn, restore 5 HP.
Soothing Light: Restores 5 HP to adjacent allies each turn.
Menu
Divide: User may divide into two
Movement
River Crossing: Unit can enter river (but not sea) tiles.
River Crossing+: Unit can enter river (but not sea) tiles at minimum cost.
Pre Battle
Anti-Terrors: Against monsters, attack is tripled, but weapon might ignored.
Backstab: If an ally is on the opposite side of an adjacent target, deal double damage.
Banish: Attack +10 against monsters.
Heavy Armor: Take 1/2 damage from bows.
Malevolence: +50% damage when initiating combat, but lose 1 HP for each hit on enemy.
Phantasm: Take 1/2 damage from bows and tomes.
Sanctuary: Take 1/2 damage from monsters.
Vuln: Deal +1 damage for each use of vulneraries in inventory.
Wildfire: +10 hit and avoid.
Proc
Absorb: Restore half damage dealt as HP.
Vitalize: Gain 2 HP per hit on an enemy.
Post Battle
Feeding: After defeating a non-monster enemy, gain +1 Max HP.
Plague: After defeating a non-monster enemy, spawn an allied Revenant in their place, which can act starting on your next turn.
Range
Bow Range +2: Self-explanatory
Bow Range 5: Maximum range for equipped bows is at least 5. Does not scale.
Tome Range 5: Maximum range for equipped magic tomes is at least 5. Does not scale.
Sophisticate: Tome range +2.
Standalone
Absolve: Take no damage from terrain or traps.
Weapon/Item Only
Blessed: Against monsters, and only against monsters, gain the weapon/item’s stat boosts.
Aren’t those covered in the Drive Skills?
Isn’t that basically Pavise/Aegis/Great Shield?
I mean you have the Spur, Drive, Rally and Hone Skill trees which are all about that.
Oh now i’m thinking of Simulacrum from D&D and other things based around Summon.
- Simulacrum: Create one copy of yourself. It carries your skills, stats and weapon ranks, but only comes equipped with D-rank weapons
- Summon Undead: Summon a Phantom, Bonewalker, Entombed, etc
- Summon Dragon: What it says on the tin.
- Summon Monster: Summon a Gargoyle, Mauthe Dog, Tarvos, etc
- Summon Soldier: Just any of the generic physical classes.
- Summon Mage: Same as Summon Soldier but for magic units.
- Summon+: Summon promoted versions of a unit.
- Mass Summon: Summon up to X units. (Would it be possible to restrict this to like 2-3 times per chapter?)
I think you all get the point.
I have this weird Idea of a hack that make use of Dual Strike, but make it limited. One of the idea involves a generic skill idea:
Flames of Chivalry: When adjacent to allied unit who also have this skill, gain +5 Might, and allow this unit to perform Dual Strike with that unit.
The pavise&aegis&gs skills are % to negate dmg, but cancel instead make it so the opponent can’t counter you back, honestly a better comparision would be a % to proc dazzle
In the (somewhat old, I believe) version of Skill Systems I’m using, Drive and Spur are (at least as described) active persistently, regardless of who initiates battle. I believe Rally is similar but activated, judging by FE3h and Awakening, and I don’t know what a hone is but it’s not in the build I have, and I don’t think I’ve seen it in either of those two(which are the FEs with skills I’ve played). The Blow skills, meanwhile, require initiating battle to benefit from them. So what I was thinking of would likely be a bit more niche, but still a little different.
hone skills are basically rallies that triggers at turn start and doesn’t eat your action
Ah, I see.
@JesterEmblem_EX a few questions:
- The description of Infiltrator seems off? Isn’t it that it gives you damage and avoid(?) when in surrounded by 2 or more foes?
- Does Moonlight also negate the effect of brave weapons?
- Do Resourceful and Skybreaker work now? Cuz they were broken in the OG Skill Sys.
- Can the Summon skills i suggested even work or be unique enough to build? Also can it be made that enemy AI can use it? I remember that Code of the Black Knights had summoners who could mass summon, but i don’t know how it was done
Yeah even the code says that, not sure how that snuck in there, good spot.
Brave weapons are unaffected.
Yes, they are much easier to program in C.
Anything is possible in theory. You just need someone who has the time and energy to do it. I made transform and dismount which change your class. Adding additional summon lists seems about as simple.
Getting the AI to use anything menu related requires a lot of work though. I do want to eventually get them to use those sorts of skills.
Huh that sounds promising down the line.
I’m wondering if it’s possible to create a status effect that replicates Polymorph? Like say, you can’t attack foes or use items, you move at half speed (maybe) but the effect is broken when taking damage. How could it be converted to fit FE systems?
You create a new status (assuming there’s any room left at this point, Mokha made a few more) and then include checks for that status on a per unit basis inside the Attack menu command and usability check functions to prevent attacking and using items. Then during BattleGenerateHit check if they’ve taken damage to remove the status.
Made this now. I decided to name it after the weapon it’s based on and keep the proc chance at 25%.
Huh…ok.
I’d like some clarification…how does Dominant Arm work with having multiple S-rank weapons or having your weapon ranks all equalized? Do all weapons get the boost or does it get nullified?