Changing how attack and damage is resolved

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Started by Tsukari 2 posts View original ↗
  1. I have been attempting to use common events to alter the way combat is handled in the game. I prefer a system closer to table top RPGs. I have managed to do it to an extent. By making each individual weapon its own skill, I have the engine call on a common event associated with that skill. (I need to find someway of removing the basic Attack skill from the menu. I have so far been doing this by sealing it and not giving it a name.) The event has its own set of commands for determining hit and miss and calculating damage (see included screen shots). Unfortunately, doing it this way A: Involves a lot of common event creation for both the actors and enemies, separate events are needed to handle the players attack and the opponent's attack. (Though I can see a way to streamline that) and B: (This is my main issue) It means there can only ever be one party member. I was wondering if anyone had an idea on how to do this but allow multiple party members. The problem is the event process will only let you set variables by specific actors and won't allow you to set it from currently acting actor.

    The process I have is as follows:

    Player uses skill named after the specific weapon they are using.

    The skill calls the common event for that weapon.

    The common event calls on two other common events as shown in the below screen shot
    Weapon Skill.png


    2D6 roll

    2D6.png

    Skill Checks
    Skill Checks.png