So, I've been working on some... neat little bits of programming, and what I've created, from within the past 3 days, is several new character abilities that tie into the new battle mechanics, alongside the pseud-field effects system. One of these character abilities belongs to Hiro Monochroma, and is her "Time Stop" ability. So far, I've been burning the candle at both ends to change a lot of the aspects of the current Battle System with EBS to get a lot of these things to work right; so, without further ado, here is Time Stop (gif form)
How Time Stop functions is based on one of two things: First off, you must be the first to attack, and when you do attack, there is a 20% chance of triggering Time Stop, which basically makes the opponent not attack next turn. Secondly, you must play as Hiro, obviously.
That's not the only character ability which I've programmed in the past few days, no, I've made quite a few more, and they're... quite interesting. One of which is Time Control, which has outside of battle properties, and in-battle properties. In battle, it functions similarly to Time Stop, except that at the end of a turn while playing as Hiro, there is a 10% chance for a roulette effect to come into play. I haven't programmed the animation as part of the attack yet, but basically, the clock that you see above will appear in the center of the field, and will land one of 4 numerals on the clock: 12, 3, 6 or 9. Depending on the numeral that it lands on, will determine what kind of effect happens to the opponent. At the moment, I have the ability programmed, but I'm right now working on the animation, so no gif today kids!