Seeing as there is no Press Turn Battle System plugin, I decided to create it via eventing & states with the help of some plugins.
It takes a little eventing and setting up.
Plugins Used -
Yanfly Core engine
Yanfly BattleEngineCore
Yanfly Actions Sequence 1 to 3
VE_DamagePopup
DreamX_ITB
DreamX_Ext_VE_DamagePopup
BARREY_CommonEventsInBattle(Allows Common Events in Battle)
Player Phase -
Firstly - I removed the AGI lines that dictated the turn order of the battlers in DreamX_ITB, thus enables for each party member to cycle through and do a instant action & vice versa for troops.
Second (Common Events) - Setting up Enemy & Player Phases, Enemy Hit, Player Hit, Enemy Count & Player Count Third(The Logic) - Party count & Troop Count (Turn Icons)
For the turn icons it's counted within a variable via the alive members of the troops and party.
Now we need to figure how to decrease the number of turns after a action!
As you can see below this common event subtracts the Player Phase and Enemy Phase Variables
You will need to set up Player Phase and Enemy Phases as Variables!
HOW TO USE:
You will need to call the common event in a skill notetag:
EXAMPLE:
<finish action>
immortal: targets, false
clear battle log
perform finish
wait for movement
common event: 8
</finish action>
I've placed the common event right at the very end of the attack, common event 8 for me is the Player Phase turn icon being used, telling the Player Phase Variable we have used a turn after a action.
so you will NEED to have a separate attack skill for the enemies and call the Enemy Hit common event for it to subtract the Enemy Phase Turn Icon.
States & Phase Logic -
So we need to create states that make the targets cannot move during phases as seen below.
So the below the party count common event needs to be added in troops via the event page.
This will count your turn Icons at start of the battle for how many alive battlers you have.
Now we want to turn on/Create a PlayerPhase Switch so the players phase will enable as soon as you start the battle
Assign the Player Phase switch to the PTB: Player Phase and it make parallel
As you can see the enemies cannot move as there is more than 1 turn icon for the player.
BUT - if the turn Icon hits 0 the state is removed from the enemy and switched to the player.
It also needs to count the turn icons for the enemy phase via the common event.
then it switches off player phase and turns on the Enemy Phase
This works somewhat well so far! but this is how far I got...not sure how i'll implement visual turn icons yet.
The elemental weakness for 1 more! is implmented in DreamX's ITB but it only gives the same actor a extra go not the party a extra go.
Still needs some work, but I thought I share my way of doing this
*EDIT*
Here is the enemy/player phase test!
This is created via picture eventing, so when the enemy phase is on it creates the picture and vice versa!
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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