• @Kirb
    Formulas (and thus damage dealers) will always require a combatant, so you'd have to use some dummy combatant ...
    The talent tree you've displayed is already possible with the ability trees - also FFX like grid stuff is already possible with them. But the menu needs updates to display this - that's already on my list (and has been planned for the ability trees from the start) :D
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  • @gamingislove

    I figured as much! :D

    Regarding the damage dealers; sorry, that's just my clumsy language again, having a combatant is okay; the largest issue is just having an always-activated damage dealer tied to a combatant.
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Rune Fencer Illyia: http://www.runefencerillyia.com
    Twitter: https://twitter.com/AMO_Crate
  • Ok - yeah, that's definitely coming soon :D
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  • i got no requests for the moment
  • edited January 2014
    Ok - yeah, that's definitely coming soon :D
    Sweet!

    Also! I totally forgot another tiny request I had to go with the Transform checks:

    In Battle Events > Spawn Prefab > Offsets; we have Position and Rotation offsets, do you think you could add Scale offsets as well? (So I could spawn prefabs at X: -1, etc) It'd prevent me from having to make a Left and Right version of every attack animation.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Rune Fencer Illyia: http://www.runefencerillyia.com
    Twitter: https://twitter.com/AMO_Crate
  • edited January 2014
    @gil
    Congratulations on ORK 2's Official release!

    Here is a feature request:
    For the turn calculation in turn-based combat can you add an option not to sort but to just always pick the combatant with the highest time value every turn. That way it's entirely left up to formulas and a FFX type turn order would be possible, where some slow combatants might have to wait several complete cycles before having the opportunity to perform an action. I have been trying a formula that adds the combatant's AGL and then checks if it's over X and then resets the formula to 0 to start over again.
    Post edited by Brianjkd on
  • Thanks!

    Interesting idea - so, each time a combatant finished performing his action, all combatants' turn value would increase (and the combatant who finished will be reset to 0), right?
    Usually you should be able to check a formula's value (in the formula) and react on it ... but starting over again is dangerous and could result in an eternal loop and crash the game.
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  • Would be cool to have a Check Animation and Change Animation events. One would check what animation is the character currently playing and it'll proceed depending on the failure or success node. And the other will change the current animation.
  • edited January 2014
    Interesting idea - so, each time a combatant finished performing his action, all combatants' turn value would increase (and the combatant who finished will be reset to 0), right?
    Yes and every turn whoever has the highest turn value wins the turn! - but I think instead of resetting the combatant's turn value after it performs their action to 0 simply add 0. Other wise in a 1v1 fight it would still be every other turn regardless of a combatant's speed. Also in the event that two or more combatants have the same turn value, the one with the higher specified stat should win.

    Icing on the cake would be if a number counter hovering over each combatant displayed the countdown until their next turn. Then things like delay attacks and haste effects could greatly be used to make battles very tactical.
    Post edited by Brianjkd on
  • edited January 2014
    After thinking about this some more I realize it would be better to do this: After each time a combatant finished performing his action, all combatants' turn value would increase (and the combatant who finished will be reset to their AGL Status Value). The idea of adding 0 would work in a 1v1 but in a fight with more combatants only the quickest 2 combatants would ever get a turn. By resetting to a status value it would ensure its still not every other turn.
    Post edited by Brianjkd on
  • I'll add an option where you can do it how it suits you.
    So, it will optionally be possible to add a value (from a fixed value, formula, etc.) to all combatants after one performed his action. Additionally it's splitted for the combatant who performed the action and the rest - and you can optionally reset the value before adding the new one :)
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  • edited January 2014
    GiL,

    Do you think you could add a 'Block Control Maps' node? Need a way to prevent the player from using any of the attack or ability keys, but adding 8 different 'Block Input' nodes at the beginning of every event cutscene, and then unblocking them at the end of every event would probably kill me. (Can't block all Input, since I need to be able to click through the dialogue!)

    Can't use Block Player control as that freezes player movement.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Rune Fencer Illyia: http://www.runefencerillyia.com
    Twitter: https://twitter.com/AMO_Crate
  • Block a specific control map or control maps in general?
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  • edited January 2014
    Either or! Whichever would be less work for you. :D
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    I make Rune Fencer Illyia: http://www.runefencerillyia.com
    Twitter: https://twitter.com/AMO_Crate
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