02-13-2022, 08:51 PM
(This post was last modified: 02-13-2022, 08:53 PM by DerVVulfman.)
When I switched over from one requester's job to another, the second job request was one that was straight forward as I expected. However, some things needed to be fixed here and there.
The request was for a tactical battle system that could be used, one that had a configuration section that was easy to read and manipulate, and could be added with little fuss.
The latter was of great importance as the request's own project already employs an extensive sideview battle system, and the tactical system must not interfere or break it. I know how detailed the sideview system is; I collaborated in its development. For this, the tactical system had to be borderline compatible with ... everything. Which means, no rewriting of any methods or scripts allowed, All would need ot be unique code or methods aliased and attached.
A tactical system you say? What is that???? Pray, you never heard of Final Fantasy Tactics? Hartacon by our own Charlie Fleed? Maybe even a Japanese game called Tenchi RPG. Yes, they made a freakin' Tenchi Muyo game...
... basically, it's chess. Move the pieces around, try to surround and attack, remove them from the field.
As I never wrote my own Tactical System.... um... I had to investigate what system would be best to fill this request. It took a while to find one that was generic enough to not interfere, but detailed enough so I didn't have to go insane trying to include what was missing.
Well, I found one. And I basically have it working fine. But I only recently noticed that it did not support certain status ailment effects. 'Venom', 'Blink', 'Knockout', all the generic ones work. However, two forms of effects did not, those being confuse and berserk. In the states database around the top-left, you can set certain 'restrictions' to a state like being unable to cast spells, perfect for 'Silence'. However, the tactical system did not account for states where the subject was AI controlled to attack fellow party members, or be enraged to attack the enemy bare handed. That needed much work.
I was afraid I was going to have to scrap a large section and rewrite major plots of code. Surprisingly, I was able to include two methods and perform a few rewrites to the existing system in order to enable 'Confuse'. Oh, yeah. When Aluxes is confused, he starts bashing on Basil or anyone in his party. And the enemy mage starts looking for the nearest dark knight to clobber.
I haven't worked out the Berserk state as yet. I mean, enemies are already AI controlled. And making an enemy just fight melee alone when in the Berserk state just seems... plain. So something extra may need to be added as a bonus for being so enraged.
There's that, reworking the horrendous 'treasure/reward' windows... and one major touch that the requester wants for this tactical system. At least, I think that would be it, unless I find something else missing. And I think I got it pretty much covered.
The request was for a tactical battle system that could be used, one that had a configuration section that was easy to read and manipulate, and could be added with little fuss.
The latter was of great importance as the request's own project already employs an extensive sideview battle system, and the tactical system must not interfere or break it. I know how detailed the sideview system is; I collaborated in its development. For this, the tactical system had to be borderline compatible with ... everything. Which means, no rewriting of any methods or scripts allowed, All would need ot be unique code or methods aliased and attached.
A tactical system you say? What is that???? Pray, you never heard of Final Fantasy Tactics? Hartacon by our own Charlie Fleed? Maybe even a Japanese game called Tenchi RPG. Yes, they made a freakin' Tenchi Muyo game...
... basically, it's chess. Move the pieces around, try to surround and attack, remove them from the field.
As I never wrote my own Tactical System.... um... I had to investigate what system would be best to fill this request. It took a while to find one that was generic enough to not interfere, but detailed enough so I didn't have to go insane trying to include what was missing.
Well, I found one. And I basically have it working fine. But I only recently noticed that it did not support certain status ailment effects. 'Venom', 'Blink', 'Knockout', all the generic ones work. However, two forms of effects did not, those being confuse and berserk. In the states database around the top-left, you can set certain 'restrictions' to a state like being unable to cast spells, perfect for 'Silence'. However, the tactical system did not account for states where the subject was AI controlled to attack fellow party members, or be enraged to attack the enemy bare handed. That needed much work.
I was afraid I was going to have to scrap a large section and rewrite major plots of code. Surprisingly, I was able to include two methods and perform a few rewrites to the existing system in order to enable 'Confuse'. Oh, yeah. When Aluxes is confused, he starts bashing on Basil or anyone in his party. And the enemy mage starts looking for the nearest dark knight to clobber.
I haven't worked out the Berserk state as yet. I mean, enemies are already AI controlled. And making an enemy just fight melee alone when in the Berserk state just seems... plain. So something extra may need to be added as a bonus for being so enraged.
There's that, reworking the horrendous 'treasure/reward' windows... and one major touch that the requester wants for this tactical system. At least, I think that would be it, unless I find something else missing. And I think I got it pretty much covered.