XP - DOES AN ATTACK HAVE TO BE A DAMAGE-DEALING ACTION?

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I've been working on some modificationsto the battle structure for XP, trying to work out how to get a few things I wanted done. Along the way, some of the rerigging I needed to do lead me to wonder about weapon structure in the battle system. As a result, I'm asking for people's opinions on the topic that came to my mind. The in the title says it all; does the basic, generic 'attack' have to be a damage dealing action?

Description of concept - Example.


Say you're playing a game with the default eight characters, and you stumble across a weapon called 'Silver Mist'. It's a weapon with reasonable stats, and anyone can use it. However, depending on who equips it, it has different effects.

If Basil(Lancer), Cyrus(Warrior), Dorothy(Thief), or Estelle(Hunter) equip the Silver Mist, it's simply an ordinary weapon to them. No special effects. If the other members of the party equip it, though, the Silver Mist changes how it works.

If Aluxes(Fighter) equips the Silver Mist, it targets a single enemy, calculates damage for that enemy as normal, then applies that damage to the entire enemy party.

If Felix(Gunner) equips the Silver Mist, it changes the normal damage calculation - instead of Attacker atk vs. Defender PDef, it becomes Defender Agi vs. Defender Eva.

If Gloria(Cleric) equips the Silver Mist, the target doesn't even take damage - instead, the entire party is healed by an amount equal to the calculated damage.

If Hilda(Mage) equips the Silver Mist, it doesn't even bother with calculations - instead, it simply randomly picks a non-death negative status effect, and applies that effect to the target regardless of normal resistance.

None of the above is designed for balance yet; they're hypothetical examples to explain what's running through my mind on this.

Does anyone have any comments or thoughts on this?
I can't even begin to fathom how a person could implement this but it's totally awesome. I'd be tempted to make every item in the game like that though; weapons, equipment, even items like potions.

Taking it a step further in that direction:

A potion could work as it should, healing 50 HP (random number), if used by four out of eight (or however many, doesn't matter) of the members.

If Character X uses the potion, it becomes a bomb and is treated like consumable (one time use) spell.

If Character Y uses the potion, it would damage the enemy while healing the party for half of the calculated damage.

Maybe I'm taking this too far. The weapons idea is certainly cool though.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
To do this, you'd need a few different scripts:
- A script that allows you to use skills based on what equipment you're wearing
- A script that allows you to customize the battle menu, so you can add individual skills to the same "primary" battle menu that Attack/Skill/Defend/Item are listed on
- One or the other of the above two scripts needs to allow you to customize its settings for each party member

Note that these scripts are present in the Atoa's Custom Battle System set of scripts (which is a giant set of scripts like Melody, except it's for XP instead of VX and perhaps more extensive in some ways). However, you could also find the scripts you need individually.

First you have to create each of these special effects as skills. Then you have to use the battle menu customization script make it so no one can actually use normal attacks. Then you create a skill called "Attack", that acts exactly like a normal attack, and use the battle menu script to give everyone that skill in place of their normal attack command. The reason for this is so that you can make them forget the Attack skill when they're equipping the correct weapon. You use the skills-based-on-equipment script to make all the other weapons teach the normal Attack skill, but this special weapon teach the unique skills instead.

Irili, I'll note that if you do this more than a couple times, it loses its purpose. A much simpler method is to make eight different weapons, that each teach a different skills, and that each are usable by only one specific character. The only difference with your plan is that the player has to pick only one character to give the weapon to - if you split it into eight different weapons, the player could give everyone their weapon at once. The only purpose of doing this, then, is as a method of party customization for the player, to make it so the player has to pick one skill they can use. I'll also note that if you do it more than a couple times, it's extremely confusing. And with normal items there's literally no point at all.
This just gave me like the best idea. But on it's own, with this type of implementation, it would be really confusing to the player to work out what the weapon does for each character. It is also one of those things that imo works better with the notetags in VX, which is why I use VX for any of my games with traditional battles.
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