- Joined
- Sep 14, 2016
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So, I'm pretty new to the scene but I've read a couple of FAQs/tutorials and don't have a solution for this yet. In the game I'm working on, I want the player to only control one character all the time, but I want them to be able to battle multiple enemies. I know that sicking a bunch of enemies against one player is overwhelming because they have an advantage in the amount of times they can attack (inherently), so I came up with an idea: let the player attack more than once per turn.
First off, I'd like to know if this is possible (I imagine it is, and will require scripting).
Secondly, in order to balance this out, I came up with the idea of "Action Points." These are completely separate from MP and would allow the player to make a certain amount of actions before their turn ends. For example, let's say the player gets 4 AP per turn. Attacking only costs 1AP, casting heal costs 2 AP and 4 MP. On the player's turn, he can attack twice and cast heal- then he runs out of AP and the turn ends. When it's his turn again, he has 4 AP to work with again. The MP works the same as it would all the time to keep the player from exploiting more powerful skills.
My first thought about how to do this would be to use the TP stat that's already in the game and just repurpose it. I could make it so that instead of actions producing TP, they cost TP, and somehow make it so that TP regenerates at the start of every turn. I'm not 100% sure of how to make that work, though, but I think it can be entirely done in-engine. Still, I'd like to ask where the best place to start would be.
First off, I'd like to know if this is possible (I imagine it is, and will require scripting).
Secondly, in order to balance this out, I came up with the idea of "Action Points." These are completely separate from MP and would allow the player to make a certain amount of actions before their turn ends. For example, let's say the player gets 4 AP per turn. Attacking only costs 1AP, casting heal costs 2 AP and 4 MP. On the player's turn, he can attack twice and cast heal- then he runs out of AP and the turn ends. When it's his turn again, he has 4 AP to work with again. The MP works the same as it would all the time to keep the player from exploiting more powerful skills.
My first thought about how to do this would be to use the TP stat that's already in the game and just repurpose it. I could make it so that instead of actions producing TP, they cost TP, and somehow make it so that TP regenerates at the start of every turn. I'm not 100% sure of how to make that work, though, but I think it can be entirely done in-engine. Still, I'd like to ask where the best place to start would be.



