Ultima IV-esque combat

MetalHunter13

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I've finally gotten into Ultima 4 recently, which is, to put it lightly, a classic RPG.  I really like the combat system, which I would describe as a turn-based active battle system.  If you run into an enemy on the map, it transitions to a smaller (for lack of a better word) "tactical" map, where you see your party and all the enemies, which looks something like this http://lparchive.org/Ultima-4-5-and-6/Update%204/U4_02_10.png

Basically, each movement or action is a "turn", with each character acting in a certain order (according to dexterity, maybe?). You can move around on the map as you like (on a grid, anyway) When you get within range of an enemy, you attack, choose the direction, and a message appears on the screen that tells you if you hit or miss, the only animation is this red star thing that pops up over someone who gets hit.  You can cast spells and all that as well, though I haven't dived that far into magic yet.  It goes back and forth until one side is wiped out or flees. 

How difficult would it be to make a combat system similar to this? Are there any scripts out there like it?
 

Missile

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Ultima 4's (awesome game) actually seems like it'd be very easy, even with basic eventing - which isn't surprising, considering the game's age. Much more complicated tactical systems were doable back in RM2k/3 without scripts, so it's definitely possible!

A lot of the tactical ones are more oriented to FFTactics, but you could probably get it more Ultima-like with the right tinkering. Or with a quick google for evented battle system tutorials, you could give eventing your own a go.
 

JosephSeraph

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Ultima 4's (awesome game) actually seems like it'd be very easy, even with basic eventing - which isn't surprising, considering the game's age. Much more complicated tactical systems are doable now in RM2k/3 without scripts, so it's definitely possible!
sorry just had to fix it because RM2K3 IS BACK BABY EEEEYEEEEEEEEEEEA!

The main issue here for me is the same with roguelikes; how to register a turn for the player and a turn for the enemies. In most roguelikes and some tactical systems, you have "free" movement where the enemies only move if the player does. But now, allowing the system to identify whether the player is moving or not, and quantify that movement into a turn (because while the player is walking the monster may want to throw a fireball instead of walking as well) which sounds honestly kinda hard. But this kind of battle system is amazing. <3

It's definitely doable with eventing, though. It'd just be verrrry effort-y.
 

Andar

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Such a combat system is called a tactical battle system (TBS) around here, and yes, there are already scripts for it.

I don't have the links ready, but I think Gubid's is the farthest into development and usable, several others are in various stages of developments (some abandoned) due to the difficulty in implementing an enemy AI with movement.
 

JosephSeraph

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T-that's actually kind of different from your regular TBS, it's much closer to a Roguelike kind of system, of which I know none for RMVXA except by one created by the Blue Bullet team I think but that has the whole roguelike thing only in movement (touching enemies starts the dbs combat) aaaaaaaand it comes together with a random dungeons script. (in fact the name of the script is Random Dungeons lol)

I think there is a Roguelike script for VX though.

yeah, here




still different but closer to what he meant than a TBS though I think? Depends on the perspective, I'm no scripter so I can't say XD
 

MetalHunter13

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Ahhh yes I remember seeing the Roguelike system somewhere before, but I completely forgot about it.  It would probably work for what I'd want to do, but I think I'll just screw around in RMVXA a while. 
 

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