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So I'm sure this topic has probably been brought up before, but I wanted to also delve into this topic with certain battle systems (e.g. a Tactical RPG) in mind. There are a couple of ways Turn Order can be handled. Let's say we there are 3 units on each side (player & enemy), so we'll call them P1, P2, P3, E1, E2, & E3.
I prefer a system like Olivia's Order Turn Battle plugin or Yanfly's Battle System STB (standard turn battle) but alas they're incompatible with LeCode's TBS (but that's an implementation issue, so I digress...apologies).
There's also the choice of tick vs turn, w/ the former being used for active turn battle. I'm not personally a fan, but don't mind discussing it, especially since MZ now comes with its own time-based turn system.
What kind of turn order system do you guys prefer (it doesn't have to be anything I described above, feel free to get creative). And how might different battle systems be affected, if at all.
- P1->E1->P2->E2->P3->E3 (alternating turn order)
- P1 + P2 + P3->E1 + E2 + E3 (entire party, aka player/enemy phase)
- P3->P2->E3->P1->E2->E1 (turn order based on unit Speed stat)
I prefer a system like Olivia's Order Turn Battle plugin or Yanfly's Battle System STB (standard turn battle) but alas they're incompatible with LeCode's TBS (but that's an implementation issue, so I digress...apologies).
There's also the choice of tick vs turn, w/ the former being used for active turn battle. I'm not personally a fan, but don't mind discussing it, especially since MZ now comes with its own time-based turn system.
What kind of turn order system do you guys prefer (it doesn't have to be anything I described above, feel free to get creative). And how might different battle systems be affected, if at all.
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