Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This does sound complex, but doable. Try breaking it down into smaller pieces until you understand how you might event each piece separately. More specific questions get more specific answers! ^_^
Each participant's turn will comprise actions such as movement, attack, item use, etc. You'll need to event the input and result of each available action as well as when to proceed to the next turn, which should all be reasonably straightforward with commands like Show Choices, Conditional Branch, etc. Then there's the enemy AI...a decision-making process that accounts for the newfound freedom in distance, e.g. "I want to attack! Oh, I'm not in range...should I move closer? Can I reach them this turn?". x_x
Variables can be set to event coordinates, so distance calculation shouldn't be a problem. Also, if you're careful creating your maps you can distinguish allies from enemies based solely on their event ID. Creating believable, or even just passable, enemy AI will likely be the most difficult part; you'll probably want to event it separately for each enemy type. Enemy pathfinding may also be tricky, but a plugin such as Yanfly's Move Route Core[yanfly.moe] could help there.
https://lecodemv.github.io/leTBS/index.html
I'm hoping this gets further refined and someone figures out a way to implement it that's fairly easy for the non-programmers.
I've also seen someone say they've managed to do something like that without a plugin, presumably by turning combat into a series of events on the map itself, but that seems like also a lot of work and might be hard to integrate with a typical RPG setup.