Is there a way to do attack priority, as in the Pokemon games? It sounds like I could mimic it by giving all like-priority attacks the same delay and staggering the values by 12. Is that correct?
So let's suppose I have two characters using Quick Attack. I want them both to act before anyone else who's using a normal-speed attack, but between the two of them, I want them to act in speed order. I set Quick Attack to a -12 delay.
I also have a slow Trick Room attack that I want to go last, so I set its delay to 72. If two characters are using that attack, again, it should be resolved by speed.
In one round, two characters use Trick Room, two use Quick Attack, and two use Tackle. Will everything work like I expect it to if I've set it up as described?
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
It's kind of a fusion between ATB and TTB systems. It's a turn-based system that doesn't guarantee that each participant takes an equal number of turns. Higher-speed characters have more opportunities than slower ones, instead of Speed stat only determining who goes first in a round.
Bob the Hamster wrote:
One catch is that in that scenario, even if I add support for negative delays, you will still need a positive delay for all "Normal" priority attacks, because effective delay can't go less than zero.
Why not allow attacks with negative total/effective delay? The attacker with the lowest delay would be chosen first, so that you can aways force someone to act before all remaining attacks/counterattacks.
Ichiro wrote:
It's kind of a fusion between ATB and TTB systems. It's a turn-based system that doesn't guarantee that each participant takes an equal number of turns. Higher-speed characters have more opportunities than slower ones, instead of Speed stat only determining who goes first in a round.
It is not appreciably different from just using the "pause on all battle menus" bitset.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Mogri wrote:
It is not appreciably different from just using the "pause on all battle menus" bitset.
Ichiro wrote:
It's kind of a fusion between ATB and TTB systems. It's a turn-based system that doesn't guarantee that each participant takes an equal number of turns. Higher-speed characters have more opportunities than slower ones, instead of Speed stat only determining who goes first in a round.
It is not appreciably different from just using the "pause on all battle menus" bitset.
I guess, but you'll also have to skip to the next combatant instead of waiting for meters to fill.



