Hello there,
I am developing a turn based RPG using ORK Framework; and I am looking to integrate some custom combat mechanics into the system. Specifically; I want to introduce a combo attack system where certain skill combinations trigger a more powerful effect when used consecutively within a battle. For example; if Skill A is used; and then Skill B is used right after; a combo attack should trigger; boosting the damage of Skill B or adding a secondary effect like a status ailment.
I have been browsing the documentation and the forum but have not found detailed guidance on how to implement this type of mechanic. I have some experience with the event system and custom formulas; but I am unsure of the best approach to detect and track these skill sequences during combat.
Would it be more efficient to handle the combo tracking within the ORK event system; or should I script a custom solution for this?
How can I ensure that the combo only triggers if the skills are used consecutively; with no other actions in between?
Also, I have gone through this post;
https://forum.orkframework.com/discussion/7048/questions-soc-analyst-about-card-game-mechanics-and-custom-battle-system-possibilities which definitely helped me out a lot.
Is there a way to display a visual cue or a notification to the player when the combo condition is met?
Thanks in advance for the help and assistance.
https://orkframework.com/guide/documentation/battles/action-combos/
Action combos automatically change selected actions based on combos being used. E.g. using skill B within a defined timeout after skill A (without any other action inbetween) could change skill B to skill C.
Status effects can be used to 'mark' the combatant as having used something, having other actions do different things based on that.
E.g. skill A could add status effect 'skill A used' when used with an action-based duration (e.g. ending after 1 action). Next action can use status conditions in target status changes to check if 'skill A used' is applied and do different status changes based on that (higher damage, adding some other status effect, etc.).
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