User:Legendary TAT/MHST concepts

This battle system is based on MHS2, but with the following alterations: Note that most if not all weapons, skills, passives, monsties, monsters will be changed in this concept.
 * Switching weapons no longer reset gauge or temporary lower damage.
 * The Battle pouch mechanic from MHS1 returns. Stock up your battle pouch with items to use them in battle, and select saved sets with wheel menu on the field.
 * While selecting skills with the attack type (P/S/T), a menu akin to the basic attack menu will appear for you to select the attack type of the skill. Power/Speed/Techseal will disable the option to select that attack type on the menu.

Weapons
There are two types of Weapon skills. All weapons of the same type(SnS, DB, GS etc) will have the same '''Common weapon skills. In addition, weapons made from different materials(rathalos SnS, diablos SnS, plesioth SnS etc) will have 1~3 Unique weapon skills''' on top of Universal skills. A few weapons may share the same unique skill but there are large varieties of Unique skills for each weapon type.

Sword and Shield (SnS)
When switching weapons from and to SnS, activates unique weapon skill effect.

Dual Blades (DB)
When condition is fullfilled while in demon mode, activates unique weapon skill effect.

Great Sword (GS)
Charge up over multiple turns, and unleash a devastating attack.

Hammer
Deals considerable damage. Attack type type of skills depends on the attack type that is charged in attack type gauge.

Hunting Horn (HH)
Basic attacks will add notes to the musical staff, while skills can change the position or type of notes. An effect activates when notes on the staff matches a melody.

Gunlance (GL)
Starts with full shells. Some skills cost shells instead of kinship. Reloading costs large amounts of kinship and gives unique weapon skill effect, such as guarding, dealing large amounts of damage, raising attack based on amount of shells reloaded, or generate 1 shell on winning HtH.

Status effects
Note: stat buffs and debuffs does not count as status effects.

Elemental blights
Most skills that apply these status effects deal their respective elemental damage.

Common statuses
These status effects can be applied by multiple common skills and mechanics.

* sources of status in this list will not be exhaustive, only a few are mentioned as examples.

Unique statuses
These status effects are applied by specific monstie(s) or their respective species' gear. They are effectively the same as common statuses.