Hi,
I have read the entry on the wiki about turn based battles but would like some more information:
*How exactly does delay affect turn order? Does a delay of 1 merely reduce the user's speed by 1 for that round? What is the formula?
*How does attack chaining work under this system? Say My hero goes first, does an attack that chains to another attack - will it go immediately after the first? If there is a delay on the second attack in the chain will this cause it to happen at a different time in the order?
*Any other quirks, ideas or features of this battle style I should know about?
Kind regards.
Tell me everything about Turn Based Battles
Moderators: marionline, SDHawk
Tell me everything about Turn Based Battles
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Apparently the delay value is the number of slots in the queue of attacks that the attack is pushed back: a delay of 2 causes two other attacks to happen first. Ignore the "Delay: X ticks (Y seconds)" caption, that's a mistake.
I think chained attacks happen immediately unless there is a delay on them.
But I've never used turn based battles, and so I'm just going on what I remember hearing.
I think chained attacks happen immediately unless there is a delay on them.
But I've never used turn based battles, and so I'm just going on what I remember hearing.
- FnrrfYgmSchnish
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Like TMC said, each point of delay pushes the attack back one slot in the order of that turn.*How exactly does delay affect turn order? Does a delay of 1 merely reduce the user's speed by 1 for that round? What is the formula?
So putting a delay of 12 would push that attack to the end of the line past every other hero and enemy (at least so long as the 4 heroes/8 enemies maximum stays in place, but I'm not sure if there's even been any plans of changing that.) Or if you wanted to go a step more complicated than that, you could use 12 as the default delay for regular attacks, 24 for "always go last" attacks, and 0 for "Quick Attack"-style moves that always go first. Probably possible to make a whole mess of "attack speed" levels this way, just use multiples of 12 so attacks with a higher delay are guaranteed to be slower than the slowest enemies/heroes using attacks on the next "speed level" up from them.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Puckamon -- Not until the reserve party is expanded.[/size]
Thanks for the reply. That's definitely an interesting idea with the delay of 12 on all standard attacks, I might just do that in fact.
If all default attacks had a delay of 12, would setting values between 0-11 merely be different "priorities" of quick attacks? Ditto with going last at 24.
Cheers.
If all default attacks had a delay of 12, would setting values between 0-11 merely be different "priorities" of quick attacks? Ditto with going last at 24.
Cheers.
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- Bob the Hamster
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