Hey guys! I've been looking for a while for a Battle plug in that would mimic the active/turn based battle style of Suikoden II.
In Suikoden II you pick all your characters actions, and you can take all the time you want.
Once you confirm the options you chose, the characters and the enemies all attack dynamically (my guess is the stagger in attacks is based on 1. whether the enemy/character is currently in it's starting position or not and 2. dexterity/agility stats. I don't know for sure)
(I finally found a youtube video that shows this fairly well, the battle starts at 52sec)
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Like I said, I couldn't find anything like this, if someone knows of a plugin that already does this I would really appreciate the heads up. : D
Thank you very much! : )
Edit: I forgot to mention, it would be extremely awesome to have an auto option at the beginning of the battle too. (Have AUTO along with attack and escape, if AUTO is selected everyone in the party uses physical attacks)
Here's a video taken form my own copy of suikoden 2 to better show what I'm talking about. @Anorgar
Suikoden II style turned base battle
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Bumpity bump bumparoo
I finally found a youtube video that shows this fairly well.
I don't know squat about coding, so if this is a ridiculous or exorbitant request, I apologize. I don't want to request something unreasonable. : ) -
I think I start to understant what you want to do. By default, RMMV battle system is : you choose your battler's attack, then all of them attack one by one. You want to change this last part : everybody attack in the same time.
I'll try to detail it :
- you choose everybody's attack
(here, you may want a popup : is the choice really done ?)
- calculate the attack order : 2 allys then one foe then 2 ally then 4 foes
- first wave to attack : the first 2 battler (starting with a little delay, not exactly in the same time)
- the fist foe attack (if alive)
- the 2 others battler attack (if allive)
- the last 4 foes attack (if alive)
I think you would like a combine attack system : if two battler perform the right attack together : they to a combine attack instead of two separate attack in the same time.
but I still don't understand something : what is the starting position ? I didn't find it in your video. (maybe can be done with yanfly rows)
Don't hesitate to give me more detail if you can, it might help me. Like i said before, I never made a plugin before. -
I think your asking what I mean by starting position.
So, if you base the turn order on stats like agility, there arises the problem of, what if the target you chose is currently already being attacked(then two characters/enemies would be attacking the same target at the same time), and what if they are currently out of position attacking target (which would mean when your character/enemy moves to attack, and the target is not there, which would look weird at the very least)
So if you wanted the turn order to be based on stats, you would have to have a way to check if the character/enemy is in position (starting position) when their turn comes to attack or be attacked. (at least I think so, I could be way off on this)
So something like this
Check agility rate of all enemies/characters
determine turn order based on agility rates for both characters and enemies
1st turn active (is actor in place? is actors target in place? if both yes action true, / is actors target being attacked is actor being attacked? if either yes action false, until conditions for action true are met) (is animation playing? then action false until animation is finished)
and so on and so forth for the rest of the turns both for characters and enemies.
This is what I see in my head, but I have ABSOLUTELY NO coding experience whatsoever, so this notion could be completely preposterous. -
Right now, I don't know how i'll try to do it, but it will be something like my previous post :
I calulate the turn order first, then first allies/foes attack, then foes/allies and so one. I won't have to check if everybody is in place, i'll know before lunching the attacks.
So the turn order will be something like agi/dext check. -
I like the sounds of your previous post very much. : )
I'm positive you know the best way to go about it. I really appreciate you taking the time to try. :yhappy: -
Fine by me ^^
I got an other question : what if every allies attack the same target in the same time (because of higher agi for exemple), and the first attack kill the target ?
Other battler finish their move on the target ? or they target a random enemy ?
The first option might be cool for gameplay like overkill, and obliged to think before acting, I rather this option. I don't know what you have in mind for this.
If you have other request, it might help :) -
I think that's a great idea, a random target should do nicely. It would be a bummer if a party member missed a turn because an enemy was defeated.
I'm admittedly a little confused as to what your saying. Darn these language barriers!! : ) -
Haha, even in my first language, poeple don't always fallow me :)
I'll keep all this in mind, and think about it until this week-end. I'll try something then.
If I have other question, I'll come back to you in this topic, but I have every information in need for now. -
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Hi, I'd like to clarify a few things about how Suikoden worked (both 1 and 2).
Order in battle is dependent on AGI. The higher it is the faster you act. If two chars have the same value, the order of action was decided on position according to the order you gave the actions:
____1__4
___2__5
__3__6
So, if 2 and 6 were the fastest chars you had in your party (and they both have the same AGI), after imputing all the actions, 2 would act first, and 6 immediatly after. If 2 killed the opponent, 6 would attack another opponent at random (if there were no more opponents, the combat was over, so who cares). :)
In the case of a char and an enemy having the same AGI, the char would go first, but that is something rarely happened. :)
Now, on combos, there are two kinds: the ones predefined that happened when you had the correct chars on your party, and the ones that were secret and happened because you had two chars doing something special on the same turn.
Let's see the first ones first. :)
The command you had to use was "Unite" (you can see Camus and Miklov using it during the first turn of combat in the first fight against Luca), and the combo would always happen on your lowest AGI from the chars involved (Suikoden 2 had about 90 chars that could join you to fight, and there were something like 50 different combos you could do with them). This combo made a special move using all the chars involved (the 2 craziest combos had 5 chars acting up, so you had to take this specific 5 chars with the protagonist in order to see it). :D
The second kind of combo was secret and happened only if certain specific conditions were met. That condition was using certain runes (the magic in the game), with two chars in the same turn. For example: If you had a char using the master fire rune (Wrath) and another char using the master lightning rune (sorry, don't remember the name for this one), and both chars used the most powerfull power in each rune in the same turn, then, instead of each casting it's own spell on their turn, they both acted (on the lowest AGI, as always) with a different MEGAHYPERSUPAAA POWER that fused both runes with a completely different animation created for that special ocasion.
Of course, this kind of combo required two master elemental runes, or secret chars (if you had a save game from Suikoden 1, you could find the protagonist in Suikoden 2, at some point, and join together, and if you already unlocked the final power with your char's true rune, and used that power at the same time as the invited char using his final power... boy, that one was awesome). :D
Anyway, hope this helps to clarify a few things about Suikoden's mechanics. I look forward to the plugin that will help make this come true.
And, if you hadn't had the chance to do it, I highly recommend playing Suikoden 2, which for me is the best JRPG ever made. :D
Also, sorry for any mistakes, english isn't my first language. :) -
@Marianojoey Wow, thanks for that. You explain it much better than I can, and seem to understand the mechanics behind it better.
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Hahahha, no problem. :)
I played Suikoden 1 three times. And Suikoden 2 five times (but I finished it only 4... because I wanted to change the fate of a certain char and needed a fresh start to do so...). ;)
My idea is to make a game using those same mechanics, so I came here looking for help with that. I'm glad to help in any way I can if that way we can make our own "Suikoden" style game. :) -
Nice! I've played about as many times. Add suikoden 3 to the list, I've played that like 10 times!! (I really love Fred, I was disappointed when they didn't make a game with him as the hero, haha)
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I couldn't play S3 since it was for PS2, and there were never a really well done emulator for it on PC (It's how I played S1 and 2). I loved Viktor and Flik from the start, and always had them as companions in every final battle in both games. Jowy and Nanami were really loved too, and had a lot of fun with Sierra, who was always also on the final battle (did I mention S2 is my favorite?). :p
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If you have a PS3 they sell Suikoden 3 on the network. I can see how S2 would be your fav though, that series is hands down my favorite. It even beats Chrono Trigger which is pretty impressive. (though I can only speak for Suikoden 1+2+3, as 4+5 were very disappointing, the writer quit before 3 was released.)
Afterthought: Hmm, I wonder if I can get chastised for hijacking my own thread.... :p -
Sadly, I don't have a PS of any numerations, only my PC. :(
But I understand what you say about those games... I read a lot about them (since I couldn't play them, at least I searched their stories). I doubt I would like any of them more than S2 and their chars (even if Millie and Bonaparte were in S3). :) -
[QUOTE="Afterthought: Hmm, I wonder if I can get chastised for hijacking my own thread.... :p[/QUOTE]
I'm sorry, but even if I understand the meaning of the words, I can't understand the idea behind the line... I know it doesn't have anything to do with the topic of the thread (like anything we talked after my initial post) ;) , but I'd like to understand to better myself in the language. :)
also, this should count as a valid "bump". :) -
@Marianojoey It means that we've gone off topic, and are no longer talking about what the thread was started for. In essence, we took the thread and used it for our own unrelated purposes. Hijack = Steal, kidnap ext...
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Ah, now I understand, thanks. :)
Well, then, I'll say this in order to bring us back to the topic (don't want anyone chastised): ;)
A possible way to make two chars acting at the same exact moment (not in tandem as is the case with Suikoden), would be using a "confirm options" popup like Suikoden had. The moment you hit OK, the plugin calculates the damage every char would be doing to it's intended objective, and if one of the chars would kill his intended target, the other character that was supposed to hit that target would switch targets instead (unless you are using the option for Overkill from Yanfly). Then the animation plays and the gamer has an illusion of two chars acting at the same, but hitting different targets because they "knew" they didn't have both to hit the same target as intended...