Every so often I mess about in RPG Maker to see if I can trick the combat system into doing something it’s not designed for. Here’s a little animated .gif of an interrogation minigame… presumably for some sort of High Fantasy Buddy Copy thing.
The out-of-the-box RPGmaker combat system usually looks like:
reduce the enemy’s HP to 0 to end combat and win. Do this by using physical attacks (DEF save) and magical attacks (MDEF save).
In the above example I’m using HP as “cooperation”. The suspect drains their own HP with most of their actions, and the game throws a bespoke “win” event if you keep the suspect’s HP (cooperation) above 0 until a certain round. You can improve the suspect’s cooperation by either using Persuasion abilities (defended against by a stat called Suspiciousness) or Intimidation abilities (defended against by a stat called Courage).
The broader idea might be that, for example, you could reduce their defenses using bribery and the like.