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After giving it plenty of thought, I decided....
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Slime
Objection!!!




Joined: 27 Feb 2005
Posts: 170

PostPosted: Sat Jun 25, 2005 10:06 pm    Post subject: After giving it plenty of thought, I decided.... Reply with quote

..that I would like a more traditional battle system. Actually turn-based, you know. I tried the 999 spd and hide ready meter, with the pause on battle menu, but it doesn't work. The enemies attack like mad while in the attack/cast/item menu. The other menus are fine. The enemies stop attacking.

Anybody know how I can succesfully emulate a more Dragon Warrior-ish battle system? Not like, front view, but turn based.I have let a few people try out my game (No cp users, as far as I know) and all of them tell me different thing. The games, fine, you should do that, maybe change this, blah blah blah. However, they ALL complain about the battle system. They say stuff like "Dude, the battles are so weird" or "I don't like the way that the batttles are." Or even "Dude, go to hell". Yeah, they all want a battle system which is turn based.

So, any suggestios? Maybe something which allows you to do this should be in the next update. (I hope you read this, James.)
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Moogle1
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PostPosted: Sat Jun 25, 2005 10:50 pm    Post subject: Reply with quote

Yeah, I've got a suggestion. Get real friends. Turn-based battle systems suck.
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FyreWulff
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PostPosted: Sun Jun 26, 2005 1:28 am    Post subject: Reply with quote

Moogle1 wrote:
Yeah, I've got a suggestion. Get real friends. Turn-based battle systems suck.


I enjoy how this statement was backed up with evidence, supporting points, and a double spaced 2 paragraph summary that would have made reading that post worthwhile.

In other words: why?
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Charbile




Joined: 02 Apr 2005
Posts: 106
Location: Blythewood

PostPosted: Sun Jun 26, 2005 1:39 am    Post subject: Reply with quote

He was just saying he doesn't like turn-based battles. No harm done.

I actually prefer turn-based battles due to the strategies it involves of planning ahead, seeing a set of actions execute in order to then have time to switch tactics. That way, any mistakes are due to poor thinking rather than poor reflex.

As for doing it in the ohrrpgce.. hm. Besides from scripting your own battle system (which is easier than it appears, just takes time and planning ahead), you could do something like

-all enemies have 0 speed and hero has 99

-when the hero attacks, it chains to an attack that raises the enemies' speed and nulls the hero speed

-when the enemy attacks, it does the same, and so back and forth
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Soule X




Joined: 13 Sep 2004
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Location: Indiana

PostPosted: Sun Jun 26, 2005 6:20 am    Post subject: Reply with quote

Good idea.
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Slime
Objection!!!




Joined: 27 Feb 2005
Posts: 170

PostPosted: Sun Jun 26, 2005 6:56 am    Post subject: Reply with quote

I like your idea charbile. However, woild it make it likte, Hero A attacks. Enemy A attacks. Hero B attacks, Enemy B atacks, ect

I think your idea might only work on one-on-one battles, because if all the heroes attack the same enemy, it will attack, while the others will stay still until they are attacked.

As for scripting my own, I really wouldn't know where to start. I can barely script a "Game Over" plot script. .
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Mike Caron
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PostPosted: Sun Jun 26, 2005 7:24 am    Post subject: Reply with quote

You know, adding a "Turn Based" option to the OHR wouldn't be that difficult. The battle system would just have to ignore the ATB part, and sort the characters by speed to determine the turn order...
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Slime
Objection!!!




Joined: 27 Feb 2005
Posts: 170

PostPosted: Sun Jun 26, 2005 7:59 am    Post subject: Reply with quote

Even if James adds it in the next updat, it'll be a loong time till it's released. And I need that NOW!

Seriously, there has to be another way. (It'd be nice if James made some sort of add-on that can be installed into the ohr, or something.)
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JSH357




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PostPosted: Sun Jun 26, 2005 8:21 am    Post subject: Reply with quote

Turn-based battles are better than the ATB. If they could be implemented in any way, I'd be pretty happy about it.

One problem I have with the OHR's ATB in particular is that spells with a delay can be charged while battle menus are paused.
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Soule X




Joined: 13 Sep 2004
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PostPosted: Sun Jun 26, 2005 5:17 pm    Post subject: Reply with quote

Turn based battles would be a neat little addition.
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Slime
Objection!!!




Joined: 27 Feb 2005
Posts: 170

PostPosted: Sun Jun 26, 2005 5:23 pm    Post subject: Reply with quote

Yes....yes they would....

*sigh* I hope something is added or done about that. I feel as if I tell the ohr my idea for a game, and the ohr spits out what it thinks I want.
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FyreWulff
Still Jaded




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PostPosted: Sun Jun 26, 2005 5:46 pm    Post subject: Reply with quote

Slime wrote:
I like your idea charbile. However, woild it make it likte, Hero A attacks. Enemy A attacks. Hero B attacks, Enemy B atacks, ect

I think your idea might only work on one-on-one battles, because if all the heroes attack the same enemy, it will attack, while the others will stay still until they are attacked.

As for scripting my own, I really wouldn't know where to start. I can barely script a "Game Over" plot script. .


How about... hmm

I was going to say, Hero attacks, chains to invisible "raise speed" attack that targets ALL enemies, and then all enemy attacks chain to "null speed" so once they are done attacking, the heroes can attack. But multiple heroes wouldn't work with that.

It would work perfectly with 1 on 1 as you said. You might be better off for an actual engine implementation after all.

or battlescripting
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Moogle1
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PostPosted: Sun Jun 26, 2005 5:50 pm    Post subject: Reply with quote

As far as your 999 speed idea goes, it could work if you gave all the attacks a considerable delay.
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Slime
Objection!!!




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PostPosted: Sun Jun 26, 2005 5:56 pm    Post subject: Reply with quote

Moog, that's a good idea. It might be a bit complicated though. Say, an attack takes 20 tick delay, another 30, then it would sorta be still action-oriented, not turn based.
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Moogle1
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PostPosted: Sun Jun 26, 2005 5:56 pm    Post subject: Reply with quote

Give them all the same delay and make it rather large -- 70 to 100.
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