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Module with different combat system

Posted: Wed Aug 15, 2012 4:39 pm
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?

Re: Module with different combat system

Posted: Wed Aug 15, 2012 5:07 pm
by kmdcomp
Never mind, I think I found what I was looking for by stitching a couple other posts together.

Re: Module with different combat system

Posted: Wed Aug 15, 2012 5:16 pm
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.

Re: Module with different combat system

Posted: Thu Aug 16, 2012 11:45 am
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.