Hello dear community,
I'm a game design student from germany and recently bought ORK.
Right now I'm in the process of learning the framework and damn, it got so many features!
Since I am a big fan of old turn-based JRPGs I want to recreate Legend of Legaia's battle system with some modern touch ups.
https://youtu.be/ASlxMEvcbCQ?t=43sWhile I am still sifting through the basics maybe the more experienced would be so kind to give me some leads? Is it even possible as of now?
Any help is deeply appreciated!
Since this is just selecting different actions, you'd probably go with using the Actions Per Turn to allow performing multiple actions in the combatant's turn.
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I have no idea what I did wrong :/ Anyone able to help? Or am I even on the wrong track here.
EDIT: Ok, after lots of tinkering I found out that I can use as many Abilities/Items as I want in 1 round regardless of limitations. They get substracted afterwards.
For example I have 2 Potions and I selected to use 10 of them. When the Player executes the commands he uses 10 Potions. At next round start I have 0 Potions.
Let's see how I can fix this...
So you're pretty much recreating a system that's available out of the box :)
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So I am using 3 Actions Per Turn with each of the 4 Abilities taking 1 Action at the moment. To extent the Spirit Gauge I would need to somehow event to add more Actions Per Turn I presume.
Currently I'm trying to add Action Combos to recreate the Art Attacks. For example, the Art "Somersault" activates when the Player uses "High" + "Low" + "High" in exactly this string. Also the last Ability (High in this case) changes to the Ability "Somersault".
I can't get this to work in any way I'm trying. Is this event possible?
For the other thing, that'd be the Action Combo system (Battle System > Action Combos). This allows you to set up exactly that :)
Combatants need to know the action combo to use it, they can be added in the combatant's Attacks & Abilities settings and using the event system.
Action combos set up a sequence of actions, where each stage can define multiple actions that can be used to reach the stage. Also, each stage can optionally replace the used action by a different action.
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So how would someone go about creating a battle system using something like Action Points, wherein only the characters in the player group can use three different base attacks (like a light, medium, and strong attack), where each type of attack costs consecutively more (1 AP for light, 2 AP for medium, 3 AP for strong), and that a character can trigger an action combo using a specific sequence of attacks (ala Xenogears' battle system), but that each of the player group has their own timebar, and all combatants' turns are shown in order?
I was under the impression that using Active Time Battles would be the best solution, but from this conversation it seems that turn-based would be the best way. Also, it is possible for only the player group to utilize this system while the enemy group still used a single base attack?
Both systems can be set up to have attacks like that - either using action points, consuming the timebar or just using use costs (e.g. MP that are refilled each turn of a combatant).
Only allowing the player (or defined) combatants to use multiple attacks can be done by e.g. using status values in the formula that defines the action points, where player combatants would have a higher stat.
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