It allows you to use a move that your character can't normally use in battle (or at least for a while) to finish off a weakened enemy. It can be pretty cool, primarily because you can have different finishing moves for different enemies, including (with some skill on your part) the 4-man RTP attack. There are some limits, but You get to blow away an enemy with 50 HP left with a move that takes away 1250 HP.
First, create a common event called Finishing Move that reads like this:
Show choices: finish enemy/spare enemy
when [finish enemy]
show choices: actor 1, actor 2 (etc)
When Actor 1
-change skills [Ralph] + [Burst]
Force action [actor 1] [burst] [index 1] <---this is the "first" enemy in the squad. Usually says what it is.
-change skills [Ralph] - [burst] <----(You can't use burst again)
(then make one for each of the other actors in the party, following the same Learn/Use/Forget format)
when [Spare Enemy]
> (nothin' )
Then go to your Troops tab. Look at the bottom where it says "condition", open the dialogue box and check off "enemy" then fill out the box so it says (roughly):
condition-enemy 1 [name]'s HP is 10% or below" then in the box below that looks like a file folder put Call Common Event [Finishing Move]. Once you've beaten enemy 1 to a pulp, the choice box will pop up, asking if you want to blow them away, or just keep whacking them with your sword. If you have more then 1 enemy, you need to create another event page just for them, and a carbon copy called Finishing Move 2 and so on. So if you have an enemy troop with 3 enemies, you'll need an event page and common event for each one, with the target index set for their respective targets (don't worry, their name appears with their index # ).
I should probably point out that choosing "spare" means that you're only sparing them from the finishing move (which, in some cases, might not actually kill them) and you'll still have to defeat them the old fashioned way.
This post has been edited by Alt_Jack: Aug 29 2011, 05:39 PM