Module with different combat system

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kmdcomp
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Posts: 9
Joined: Tue Aug 14, 2012 8:43 pm

Module with different combat system

#1 Post by kmdcomp »

Hi guys. I just started playing a few days ago and I eventually want to make my own module, but I'm just playing around with making some small changes to the original game to learn my way around ATM.

Is it possible to add more control during combat to control each party member during each turn, possibly with some kind of initiative system to determine who moves when? Or would I have to dig into the engine itself to make that kind of change?

kmdcomp
Low Yeek
Posts: 9
Joined: Tue Aug 14, 2012 8:43 pm

Re: Module with different combat system

#2 Post by kmdcomp »

Never mind, I think I found what I was looking for by stitching a couple other posts together.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Module with different combat system

#3 Post by edge2054 »

You can force a party switch when the actor has enough energy to act, in theory at least. I haven't tested it.


But something like this in the act method in actor /should/ work.

Code: Select all

if game.party:hasMember(self) then
	game.party:setPlayer(target)
	self:resetCanSeeCache()
end
*edit* haha.. what I get for starting a post and then afking for ten minutes.

kmdcomp
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Posts: 9
Joined: Tue Aug 14, 2012 8:43 pm

Re: Module with different combat system

#4 Post by kmdcomp »

Thanks edge, that's more specific than what I was able to find with my quick search and gives me a jumping off point.

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