Would it be possible to create a "yield" on enemy phase similar to the arena?

I think about this a lot when playing fire emblem, the age old issue of a strong unit that kills incoming enemies to the extent that it winds up dead, frequently.

This would change a lot of the game’s mechanics, but it would be interesting to have some agency over how your units react to being attacked. Maybe this exists in newer games.

The only way I can imagine implementing this in GBA would be allowing you to smash B when under attack to prevent your unit from striking back. Ideally would simply be an option you choose in battle, whether to strike back once, twice, or not at all. Or even something you can set at the end of your turn for units that have finished their move. A simple “Defend” in addition to the “Wait” command.

*(Sort of a tangent but this is the direction I had hoped the series would take, not complicating the units themselves or focusing on their customization, but deepening the tactics available to you. *

Also had an idea about a Support system in which two units that act consecutively, you have the option of choosing one of two outcomes after seeing them both. As in, both units attack an enemy, you get to choose between unit A going first, or unit B going first, after committing and seeing both outcomes)

i think you should play tactical breach wizards

That said this mechanic is possible. I don’t know if anyone would implement it but Vesly has already made Paper Mario style times inputs

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DEFENESTRATION MENTION

yeah, if anyone wants to try and make a yield option, I’d recommend referencing timed hits.

there’s even a chance something close to yielding would work out of the box, although I haven’t tried it

If you set
BonusDamagePercent:
WORD 0
and
FailedHitDamagePercent:
WORD 100

then pressing the button would make the attack do no damage

my function CheckForDeath() is what ends battle early, which would be pretty easy to modify and add a call to after DidWeHitOnTime()

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