Strategy RPG?

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Started by Manofdusk 6 posts View original ↗
  1.  Is something like this even possible in RPG Maker VX Ace?

     I was thinking about this as a sort of side project while I work on my main game.

     I'm thinking I would need 11 Variables and 10 Switches (one for each unit + 1 variable to hold ACT)

     Each unit would have a total ACT based on their combined AGI.

     You would need up to 10 events... and somehow set the graphics of the event based on the switch and the formation of your party (1st party member with switch 1, 6th party member with switch 2, 11th party member with switch 3).

     Each time you move, the act would go down by 1. When it hit 0, switch X would turn off and switch Y would turn on (so switch 1 off and switch 2 on, ect). Then teleport the invisible player to the event's location and have the events move in conjunction with the players.

     When an encounter happens, rather than the first 4/5 players in the formation fighting, it's based on which of the 10 switches is on.

     I'm pretty sure I'd need a script for this unless there's some way to bypass it?

     ... or a better way to implement it?
  2. Implementing it would be interesting but I don't see any reason why you couldn't have a King's Bounty type game.

    Remember, events are not NPC's, so you'd have to have one central 'controller' (either the actor or some other event) controlling everything. It would tie in nicely with a mouse script as that would give you co-ordinates to set up the move routes for the events.
  3.  I've never played King's Bounty. What I was thinking of was more of an Ogre Battle type deal (save that you move the characters with the arrow keys and then it switches to another "character" when your act runs out).

     The events would be representations of the characters (using the graphic of whatever party member was in that formation slot).... but that's not something I quite understand how to implement.

     The idea was to have between 1 and 10 "parties" on the same map at the same time. You'd have to lock formation to keep the player from changing units in the middle. However, it could also serve to work in a puzzle type game where the party is split in different ways (without needing to remove and add party members). Using switches instead.

     I'm not sure.... is there any way to find where a particular character is in the formation screen at any given time? By that, I mean:

     say "Bob" is in character slot 5 (using 4 characters, he's the first character below the active party). Let's say "Lisa", "Erin", and "Joe" are in slots 6, 7, and 8 respectively). If switch X is on, have the battle screen load Bob, Lisa, Erin, and Joe instead of the main party. If switch Y is on, then it loads the main party into battle. If switch Z is on, it would load slots 9, 10, 11, and 12 instead.
  4. Sounds like FF Tactics, or Hoshigami. But ya, you would need a good amount of scripting for it.
  5. @RyokuHasu

    I think Manofdusk is right that this could be done with events, rather than using scripts.
  6. there is currently one tactic battle system available for RM Ace - I don't remember the name, just search for "tactical battle" on this forum's search engine (NOT on google).


    However, that system uses one actor per unit, it doesn't have stacks like King's bounty - but it might be a start for you...