Turn Based Battles

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Mogri
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Post by Mogri »

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?
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Bob the Hamster
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Post by Bob the Hamster »

Yes, you understand. That will indeed work.

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.
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Ichiro
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Post by Ichiro »

Is there a future possibility of making FFX-style Conditional Turn-based Battles?
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Bob the Hamster
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Post by Bob the Hamster »

I have actually never played FFX. Can you describe the battle system for me?
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Ichiro
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Post by Ichiro »

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.
Last edited by Ichiro on Sat Dec 29, 2012 3:51 am, edited 1 time in total.
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Post by TMC »

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.
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Mogri
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Post by Mogri »

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.
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Ichiro
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Post by Ichiro »

Mogri wrote:
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.
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raekuul
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Post by raekuul »

I will admit, I am honestly excited to see this implemented in Beelzebufo.

Now all I need is a free graphics pack (or someone willing to do graphics for free) and I can start work on City of Urb.
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