Needing to adjust the Turn-Based system

Kiba_XXIII

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Hello all! New to the forums, and glad to be here.

Been touching the rpg maker series for several years, but never tried to make anything with a serious intent.

About the battle system. I'm looking to change the commands entered by the player for each party member to be entered when that actor goes instead of at the beginning of a cycle. For those familiar with Dungeons and Dragons, like the initiative system.

Actor turns would be determined by their individual agility (or improved speed, preemptive strike, etc.).
For folks who haven't played D&D, or need a better reference: the Shin Megami Tensei series battle system.  video for further visual.

I've come to the conclusion that I'll have to make my own battle system, which will take some time, and I've already accepted that possibility. Just checking if anyone had any suggestions other than making a new battle system.
 

Andar

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There are a lot of existing battlescripts on the master script list, and from that short description one of the ATB or CTB system scripts might solve this for you.
 

Shaz

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I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

Soul

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Kes

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An ATB battle system is rather different from what I think the OP is asking for, which is simply that the action for each player is chosen as their turn comes, rather than having to pick the actions for the whole team before anyone (actor or enemy) has a move.

Unfortunately the only script for this that I know of is a Member+ one, so isn't publicly available, but I do know that others exist out there.  Try searching for things like 'individual battle action' or 'individual turn'

EDIT

Just thought, if you have Yanfly's Battle Engine, then you could use his Free Turn script for this.  I can't immediately find the link.  If I do, I'll add it to this post.

EDIT AGAIN

Here it is https://github.com/Archeia/YEARepo/blob/master/Battle/BattleSystem_FTB.rb
 
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Kiba_XXIII

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I'm not looking for an ATB system, but from the answers I've noticed, I'll have to make my own battle system.

it would be based purely off speed and luck (through random variant).

turn order calculation would be actor/enemy agility + range(0 to luck/4).

so actor 1 gets 16, actor 2 gets 7, enemy 1 gets 10, enemy 2 gets 18
order would be:

Enemy 2 attacks

actor 1 acts (on provided command after enemy 2)

enemy 1 defends

actor 2 acts (on provided command after enemy 1)

and when i'm referring to DND i refer to the tabletop version, rolling dice and such.
 

DoubleX

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I'm not looking for an ATB system, but from the answers I've noticed, I'll have to make my own battle system.

it would be based purely off speed and luck (through random variant).

turn order calculation would be actor/enemy agility + range(0 to luck/4).

so actor 1 gets 16, actor 2 gets 7, enemy 1 gets 10, enemy 2 gets 18

order would be:

Enemy 2 attacks

actor 1 acts (on provided command after enemy 2)

enemy 1 defends

actor 2 acts (on provided command after enemy 1)

and when i'm referring to DND i refer to the tabletop version, rolling dice and such.
After reading this description, if ATB doesn't suit your needs, maybe CTB does. For example:

http://forums.rpgmakerweb.com/index.php?/topic/27693-aea-charge-turn-battle-system/

Except that the turn order calculation might need some tweaking(which needs scripting proficiency, but you can ask for help).
 

Kiba_XXIII

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Thanks, Doublex. I'll be giving that system a try.
If possible, I'd like to be able to edit the images out, but I'll give it a look.

Yeah the turn order calculations will need some tweaking from what I've seen on it. Thanks for the recommendation.
 

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