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Battle-Wide Scripting Instead of a 3-Turn Limit #2235

Description

@Axturiya2

Preparation

  • No one has asked for this feature before in other issues (even the closed ones)

Describe the feature

I would like to suggest supporting scripts that extend beyond Turn 3.

The current scripting system is mainly designed around 3-turn farming, but in practice there are situations where the battle may unexpectedly take longer because of factors such as:

  • Different enemy HP values
  • Random enemy formations
  • Damage variance (for example, critical hits)

Recently, I've encountered a quest where Wave 2 can randomly spawn either 1 or 3 enemies. Depending on the spawn pattern, my NP gauge before Wave 3 can be insufficient. However, if I take one enemy attack on Wave 3, I gain enough NP to use my Noble Phantasm on Turn 4 and finish the battle.

Another limitation is that Servant Priority only applies during the first three turns. Once the battle goes beyond Turn 3, it no longer takes effect because the script itself only defines actions for three turns instead of the entire battle.

Supporting scripts beyond Turn 3 (or allowing actions to continue until the battle ends) would make FGA much more robust for quests with random elements and non-standard farming setups.

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