This is the mini-game tactical combat system I have been working on. It is a turn-based combat system similar to old school turn-based strategy games like Tactics Ogre: Episode VII, Vandal Hearts, Front Mission, Final Fantasy Tactics, etc...
Included are all the scripts for the system, along with a module, some already made playable classes as well as baddies.
Additionally included are the 2da's (as haks) that were changed to give the user an idea on how to implement the skills/spells.
Lastly included is the Read Me file that explains things in more detail about the system and its implementation.
Note that this system uses a MySQL database to store creature information.
I've made a short video a while ago that showcases how the system works:
Link
An example module with everything already set-up except assigning character ID's. For testing purposes you can simply use a GFF editor and edit a particular character, set the tag field simply equal to 1 (or any integer greater than 0).
External Website Beyond Our Control
This ERF includes all the conversation/scripts/creatures/item blueprints and the area used by the system. All of these can also be found in the example module.
-Added Boss creatures with its own set of skills. Added also in the spawn script the ability randomly spawn bosses. Bosses can utilize existing AI but there is the ATTACK->UNIQUE option which was specifically added with bosses in mind allowing one to add custom abilities to them. I have not updated the readme yet but if you take a look at the DTAIUnique function as an example on how to add boss abilities and have them use existing ones.
-Improved the ai's targeting (finally expanded on itadding 2 more options). The AI will now either target the closest target, highest lvl target or lowest HP target. Which it will target is though selected randomly.
-Updated the conversation fixing a few things with it and also making it a little easier to add new skills without having to alter the section that informs the players about how many skill points they have.(You still have to add new skills in respective tree nodes if you want players to be able to raise them).
To implement the update simply import the dethia_tactics_scripts.erf it has all the updates in it.
Big update this time around. I will first list the changes and second how to implement them.
1 - Added PvP mode finally. It's in beta stage, everything works the only thing is visible traps set by rogues (visible to enemies that is) and visible movement markers when concealed. I am in the process of looking on how to deal with these things.
2 - Added 4 new skills 1 for each class (aside from rangers).
3 - Updated some of the previous skills as well as fixed quite a few bugs.
----------End of added content---------
Doesn't seem like much but the new additions are a lot of fun ;P.
To implement the new changes:
1) You need to add 4 new skill columns to the dethia tactics table (or you can drop your old one and re-initialize). The columns are:
skill_siphon_dream
skill_shadow_bind
skill_constrict
skill_ice_torment
2) All the new scripts and updated creature blueprints are in the erf. You can readily import them into the test module (or your module).
3) As usual I have included the dialogue.tlk, feat.2da and spells.2da. Simply copy the corresponding entries from them as need be and update the constant values in the dethia_tactics_include script (note you only need to do this if you are using your own dialogue.tlk/feat/spells 2da files which you most likely are).
That's is, once you complete the above 3 steps you have all the latest changes. I have included the latest conversation in the erf as well.
As usual contact me with info or if you need help/have questions. Have a happy Holiday.
I've updated the files, now v1.1. Below are the changes:
- Fixed incorrect damage calculation
- Fixed creature stats, now they are assigned proper values
- Added the ranger Devour Shadow skill that strips concealment
- Changed the EXP system to grant EXP to all participating players not just the one landing the final blow
- Changed the IR/ER SQL fields to be float, you would need to run the following statements to implement the change
(Or you can just drop the dethia_tactics table and re-initialize it)
ALTER TABLE `nwnx`.`dethia_tactics` MODIFY COLUMN `creature_ir` FLOAT(2) UNSIGNED NOT NULL DEFAULT 15,
MODIFY COLUMN `creature_er` FLOAT(2) UNSIGNED NOT NULL DEFAULT 5;
- When a player raises his/her creature's stats they will get the appropriate IR/ER increase
- Increased status point gain to d2 on level up as opposed to 0 or 1
- Changed some functions to be more robust nothing major
- Made Evaded and Critical Hit messages appear to both parties not just the attacker or target.
Posted by kamal at 2010-08-22 05:49:56 Voted 10.00 on 08/22/10
Groundbreaking. The game was not meant to do that. _________________________ Shadow Thief: Crimmor and Path of Evil blog Link
Posted by jaz at 2010-08-22 05:17:30 Voted 10.00 on 08/22/10
Wow! That is cool.
Posted by nicethugbert at 2010-08-21 15:38:06 Voted 10.00 on 08/21/10
NEAT! Just when I was thinking of Age of Empires meets NWN2 after having bought AOE+XP+AOK+XP for $10USD two weeks ago. _________________________ NTB's Hills and Valleys Vol. 00
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone