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?
Module with different combat system
Moderator: Moderator
Re: Module with different combat system
Never mind, I think I found what I was looking for by stitching a couple other posts together.
Re: Module with different combat system
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.
*edit* haha.. what I get for starting a post and then afking for ten minutes.
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
Re: Module with different combat system
Thanks edge, that's more specific than what I was able to find with my quick search and gives me a jumping off point.