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    Battle System Modification Help

    This weekend I've made a lot of changes to the default battle system clockworks, and I'm getting close to getting the exact system I've been dreaming of.

    But the turn structure is something of a hang-up for me. If anyone could suggest an approach to accomplish what I'm describing below, or even point me to the right methods in the code that I will need to modify, I would be so grateful.

    1) Each character starts with X number of "turn points" at the beginning of the battle (Solved - easy enough through the Set method.)

    2) Before each turn, each character receives turn points (using a calculation based on that character's Agility) (Solved - added to Scene_Battler 4 before the turn order calculation.)

    3) Whoever has the most turn points at this moment will receive the next turn. Tiebreakers will apply if multiple characters have the highest number of turn points. (solved - limiting it to one battler involved truncating the @action_battlers array.)

    4) Then, the character who gets the turn loses turn points (based on the total Agility of all characters in the battle). At this time, you may enter a command (Attack, Spell, Item, etc.) for that character. (Solved - used Scene_Battler 3 and Scene_Battler 4)

    5) After that character takes an action, the turn is over (that is, only one ally OR one enemy will take an action each turn). All "each turn" effects apply. (Solved - used Scene_Battler 3 and Scene_Battler 4)


    I also need to know how to create a new "stat" for each character/enemy - it's fine if it's a non-visible variable. But like actor.sp and actor.int, I'd also like to be able to use actor.turnpoints, for example. (Solved - just needed to create Get and Set methods in Game_Battler 1.)
    Last edited by Wavelength; 01-14-2012, 12:14 PM.


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

    "I live and love in God's peculiar light." - Michelangelo

    #2
    Re: Battle System Modification Help

    Well, so far I've been able to do about half of this myself (as described by my colored edits above). If anyone has an idea of how to allow only one actor or enemy to be given a command per turn (and allow only that actor/enemy to act), you'd make my day.


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

    "I live and love in God's peculiar light." - Michelangelo

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      #3
      Re: Battle System Modification Help

      All right!!

      It took most of the weekend, but I was able to implement everything. Mostly required making organization tweaks and additions to the Game Battler, Scene Battle, and Actor/Enemy pages.

      Each character gets turn points at the top of each turn, and then only one battler (actor OR enemy) is allowed to act. Then they lose some turn points, so a different battler (usually) gets picked the next turn. When it's your turn, you also get Adrenaline Points to use for spells.

      If you're twice as fast (based on AGI) as another battler, you'll get your turn about twice as often. Also, this implicitly removes the inability to choose which enemy to hit because the one you wanted to target has already been defeated.

      If anyone who's serious about making a game wants the code or the approach, let me know.


      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

      "I live and love in God's peculiar light." - Michelangelo

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        #4
        Re: Battle System Modification Help

        Screenies? :3 I'm interested to at least see your work.

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          #5
          Re: Battle System Modification Help

          The turn system would be really hard to show in a single screenshot, but I'll see if I can either post a video or at least a series of screens next week, to give a sense of the battle flow. The Adrenaline system, on the other hand, will be easier to show in screenshots.

          One of the elements I want to add soon is a display to show (predictions of) the next four or five battlers to move, a la Phantom Brave.



          How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

          "I live and love in God's peculiar light." - Michelangelo

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