MV - Turn-based 2.0 - of turns and Action Points

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Started by CHKNRAVE 5 posts View original ↗
  1. Hello RTP apologists and people who clicked this thread by accident.

    As suggested by @Wavelength, I'm here to demonstrate an event-powered battle system I made for my game. Coming someday.

    The outline of it is that I'm reworking the default turn-based battle system, into one where spamming your biggest skill isn't always a good idea. Instead of limiting characters with Mana and have them chug potions to solve the issue, I'm limiting the players with Action Points. A basic attack costs one, one with more oomph costs 2, and you can build your costs from there or change the scale dramatically. It's as flexible as I wish I was IRL.

    What happens when you're out of Action Points? Your only option is to end your turn, making you unable to do anything until everybody is in that state. Then, finally, you can do stuff again. So if you spend it all at once casting Overkill, you won't be able to react while your enemies beat you into the ground.

    This new turn system also enables the use of more strategic tools, such as removing Action Points from the enemy so their turns end earlier. Maybe a new form of boost by giving Action Points to an ally! Or interesting passives such as a powerful attack unlocked if you haven't been hurt during the previous reworked turn. You thought the possibilities were endless, here's an expansion.

    Project link (Google Drive)

    The link above contains a proof of concept project, in which I've put an autorun explanation and some content to play around with.

    If you're ready to put this in your game, just copy the first troop and get Yanfly's Base Troop Events to apply its events to every troop in your game.

    Full setup
    • Copy the first troop to get its events.
    • Reserve Switch 1 for Turn end, or change its position in page 2 and the condition of page 3.
    • Reserve Switch 2 for Handle passives, or change its position in pages 1, 3, and 5 (page condition + command).
    • Reserve Variable 1 for Unit count, or change its position all over page 2.
    • Change your classes' max MP according to the scale you've chosen. 3 basic attacks per turn early on is good.
    • Change your Skill 2 to End Turn, included in the project.
    • Change your State 2 to Turn end, included in the project.
    • Change your skills so that they all cost at least 1MP, except for End Turn and triggered skills.
    • Remove page 4, here to show how to handle turn-end effects, and the first "control switches" of the previous page.
    • Clear the commands in the last page, except for turning off Handle passives.
    • Add or remove copies of the actor conditions (is in the party) in page 2 to have exactly one for every actor in the game.

    If you're having issues with the setup or with getting something to work, feel free to ask in this subject.

    This alone will not make your battles exciting, it's what you do with the system that's going to matter.
  2. Hey this idea about action points in the battle reminds me of Divinity! Did you take this game as inspiration?

    I don't know if this is intended or not but I cant check the link you made unless I ask for permission. Anyway thats a good idea to make combat more interesting
  3. Welp, I thought I had set up the sharing properly. I fixed the sharing settings, sorry about that.

    I actually have no idea what Divinity is. The closest inspiration for me was Dofus / Wakfu, even though in these 2 games the players' turns last until they're out of Action Points instead of making actions one after the other.
  4. @CHKNRAVE, would like to see this in practice... I happen to be more fond of hack and slash (+puzzles) game styles. Though I love Pokemon franchise (which happens to be pp-4moves-turnBased, system).

    And as the example given, one sistem can make your game more interesting or just a nightmare to finish the game...

    Take Final-Fantasy-Tactics for example... if at every step you encounter a monter pack of 10 ... battles would take for ever... and the game itself would be dragged waaaay too long...
    On the other hand... placing too little encounters would make it hard to grind and power up for the bosses..
  5. Ragen said:
    @CHKNRAVE, would like to see this in practice... I happen to be more fond of hack and slash (+puzzles) game styles. Though I love Pokemon franchise (which happens to be pp-4moves-turnBased, system).

    And as the example given, one sistem can make your game more interesting or just a nightmare to finish the game...

    Take Final-Fantasy-Tactics for example... if at every step you encounter a monter pack of 10 ... battles would take for ever... and the game itself would be dragged waaaay too long...
    On the other hand... placing too little encounters would make it hard to grind and power up for the bosses..

    My point is.... think about not only the battle system would be, but how it would blend nicely to your game style ...

    It would break my heart to see all your efforf to be thrown aside because those point were not taken into consideration....

    Unless of course your game is all about fighting, such as a lot of mobile games focused on user daily logins, gatchas and diamonds...