TURN-BASED TEMPLATE

A template for creating your own turn-based battles

Millenim asked for turn-based system, that you can basically tweak (I altered this myself, making it depend on day/night and weather in Oracle of Tao) to make your own games. Originally, the plan was to use a patch or plugin, but there already exists a patch (which glitches when you try to install DynRPG), and a plugin (which has a serious problem if party members are dead/stoned/etc).

This one has neither, and simply works by raw code. Since the code itself was laborious to add in, I made something prebuilt that you could just copy the entire section to. This is a holdover until someone gets off their bum, and helps Millenim out, but it's good enough for now.

(Dern, I found a glitch in the start menu. Third time's the charm?)

This version doesn't have BetterAEP, it has OpenGL.

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  • 22.6 MB
  • 598
  • 04/18/2024 10:53 PM

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Pages: 1
I cant seem to get it to work...I copied the turn base system,player turn,enemy turn,and set turn and set hero codes and revertall codes into my project, coded the monsters like the ones in yours but nothing worked. It was still ATB. Though I did skip the BATTLE ON code cuz I didnt understand it and I guess I dont need it.
Well, it technically is still ATB (players do turns by ATB metering), but you can hide that by hiding the ATB meter (change System2 to TBS). I don't think that what you mean though.

BattleON is basically to reset the pictures, since PicturesInBattle doesn't wipe them cleanly. It also allows some after battle stuff if you rig it right. But no, that's not what you need. So far as I know, it's totally optional, but I can't remember.

If monsters won't wait, it's because of this:



You must have this, in order for the code to work. Along with turn-based, and enemy turn/your turn. Having this, monsters notice that it is/isn't their turn, and basically waste a turn doing nothing. It also must be priority 100 so it doesn't attempt other actions instead.



Oh that. Anyway I used EVERYTHING you used including what you showed me. I am lazy right now but I will send over a pic of what I did later on sometimeI(mabye after I play soulsacrafice demo)
Got it to work in my game after struggling a bit with having to port over all the switches and variables and putting them in their place, but it's working fine now. Haven't really had the time to test this out in different combat situations yet, but I think this should be pretty solid for a non-plugin combat fix.

edit: Thanks a lot for sharing.8)
Sure. I now have like six different turn systems now (DNS which swaps day/night after a certain number of rounds, Variant DNS which has the basic day/night (I have different effects for each, making enemies pause during day and having heroes asleep at the beginning of night) based on the time when starting, Call Rain and Call Snow (which I use outside of battle too) which gives status effect plus turn-based with rain draining MP and snow lowering HP, Low Light Battle which blinds the party for the entire battle along with turn based, and simple Turn Based. Also, some battles have no wait with regard to the enemies), so I'm sure it can be tweaked to fit whatever idea you come up with.
Yeah, I think I prefer this over a plugin, because it's much easier to edit and have control over. But like I said, I'll have to try out more advanced combat situations with it first to really judge it. But on first sight it seems to work really well.=P
It does have some issue with turn offsetting (since, well it works with the turn system rather than by plugin). With my one game, which basically has just those codes, the turn system works fairly well (as in, 5 turns for five monsters, 1 turns for 1 hero), if I have stuff set by ResetTurns and SetHeroes. But with Oracle of Tao which routinely has 14+ events, some of which are Turn 1x, the enemy party can take as much as 8 turns or so, for a enemy party of 5. Sometimes for the hero party too, taking less or more than the standard. It can come back on track, but heavy variable processes might take an extra turn or so, causing it to delay notice of the need to switch.

Meh. It's okay for the general concept, but I'd feel so much better if someone could make thing work off a plugin. Of course, then it'd have to be customizable, since I have a ton of stuff where I need to switch the turn according to condition.
i downloaded it but i really have not idea where to put it and what to do
It's for building a game from scratch. Basically, all you have to do when you make a game is build the battle events (change the monster number to whatever the stuff is, set all hero actions on page 3 to whatever your characters can use). Then on the monster page, see above with TurnWait.
Update: Just uploaded a new version. The old one had problems with redundant commands creating confusion (specifically, Fight, Defend, and Magic, if you put the wrong one in page 3 of the battle event, it would not accept YourTurn, creating endless party turns if you did it wrong).

I also streamlined it with alot of the stuff from my original game (like doing it by common event, so it would have a more consistent turn system). It still may get off track if you have multiple Turn 1x events (or often just to annoy you), this seems to be the big flaw of this template.
Okay, I'm deciding if I'll use this in Dragon Quest + or not because balancing agilities isn't the most accurate option for a Dragon Quest game. Do you think this will take a while to incorporate since the game is near completion or is it something I can incorporate by making fake variables and switches until I've completed the whole system?
In general, unless you're comfortable adding pages of stuff, it's rather difficult to import to a nearly complete game. It's kinda something that works better when you just started, since it's a template, not a simple patch.

However, what you can do is finish the game, then copy the necessary common events, TurnWait events, and creature party events. It will likely take about a day or two to do, as you're copying about five or six common events + (3 pages x number of ) + (1 monster event x number of monsters). For me, that was about 380 monsters and about 300 monster parties (roughly 1286 things to fiddle with, although thankfully this mainly involved copying, I have to do about the same every time I make a major update to battle). Yeah, it's tedious. This is part of why I've moved to try to simplify battle, cuz all those hours, and I get critiqued about how something else failed.

The good news about this, is unlike with plugins, you can massively customize this. Initiative, breakable weapons, attack/defense status, you can do alot of stuff with this.
author=bulmabriefs144
In general, unless you're comfortable adding pages of stuff, it's rather difficult to import to a nearly complete game. It's kinda something that works better when you just started, since it's a template, not a simple patch.

However, what you can do is finish the game, then copy the necessary common events, TurnWait events, and creature party events. It will likely take about a day or two to do, as you're copying about five or six common events + (3 pages x number of ) + (1 monster event x number of monsters). For me, that was about 380 monsters and about 300 monster parties (roughly 1286 things to fiddle with, although thankfully this mainly involved copying, I have to do about the same every time I make a major update to battle). Yeah, it's tedious. This is part of why I've moved to try to simplify battle, cuz all those hours, and I get critiqued about how something else failed.

The good news about this, is unlike with plugins, you can massively customize this. Initiative, breakable weapons, attack/defense status, you can do alot of stuff with this.


Whoa, just got a notification for this from a post I did 5 years ago! The game has taken an entirely different direction now and literally just runs on common events. Thanks for the 5 year response though, lol!
Pfffft. No problem! I responded mainly cuz I just was about to update this patch.
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