RM Skill: Undisclosed
Recently I've been messing around with the battle system in my game in order to try and come up with something unique. I've been keeping a classic Turn-Based system with some additions (such as chain attacks, sidview, the typical stuff). In order to keep gameplay interesting and add another layer of strategy, I decided to give each character their own unique quirk. Like some other RPGs out there, each character has a slightly different way to play, and not just in there ability list. For example, one character has different stances that offer different skills (mimicking the role system from FFXIII almost), another can alter their stats for a better advantage (at the cost of reducing others), someone else has chains that can be executed (with each hit doing less damage than normal, but longer chains offering much more to be done), and so on...
Two of these Character Specialties (I guess we could call them that for now) are a bit more difficult. So, I'm turning to the forum for some assistance. If anyone knows how to do these (or is willing to make a script for me), I would gladly appreciate the help.
Skill-Alter: Basically, this specialty is full of skills that have two versions. One physical, the other special/magical. I imagined the versions being called in a similar manner to Milla's abilities from Tales of Xillia, where pressing the button to select it would offer one version, while holding it down to select would change it to the second version. Another way I thought of doing so would be two different buttons to select skills with. One button (lets say ENTER) does the physical, while the other button (A maybe) would do the special/magical. Are either of these possible?
Shift: This specialty works similarly to what the stance one would, but instead of just changing some abilities, it would change the weapon (and then effectively, skills and several other things to match). In this one, I was planning on it being between a short ranged weapon (such as a sword or lance or something) and a long ranged weapon (gun, bow, etc.) so it would be different from the stance specialty (which stays the same weapon, just offers different skills). I figured that this specialty would use a skill to change weapons and class to create two different effects for each weapon type. I can do this using comment events and such, but it seems that the skill would still be active (and still change the class if used) even if the item is not in the inventory. Is there a way to restrict skills based on the equipment/items in your inventory and not just by what's equipped to the character?
If anyone has any tips, knows how to do these without scripting, or just happens to know of a script that could do these, I'd be very delighted to hear. And thank you in advance for any assistance you may offer.