Though progressing quite a bit on the RPG I'm making, I'm kinda lost as to how to actually implement turns into a turn-based battle system. How do you make it so that the fastest character attacks first, and then is followed by the slowest?
That's my main concern, but I'm also wondering if there's a good way to make it so that faster characters can attack more times than slower ones.
In everytime I've done something like this, I've set the characters speed to it's max, then have everyone's speed count down. First one to reach 0 goes, then after they make their move, their speed is reset to the max and the process begins again.
surely setting it to the max and counting down would result in the slower ones going first?
Unless you meant (max speed - character speed) as a value to count down from.
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I usually do it in reverse with my things, someone with 63 speed would go quicker than 80. I usually call it delay, but yeah, it's easy enough to reverse.
If two speed values are the same, add/subtract random(2) to the speed value? Perhaps 'pick one of', but I'm not sure how that would work with the system you have.
You also might not want to have the order "hard coded" by speed all the time. It may get boring if all the characters and enemies always attack in exactly the same order (barring a speed stat increase or whatever). You may want to have everyone's speed randomized at the start of the battle with their speed stat the maximum possible. (use dummy variables so you won't screw up their actual stats) If you do it this way, the players with the higher speed will MORE THAN LIKELY BUT NOT ALWAYS attack before the slower guys. This method also gives your slow warrior the chance to land a hit on the enemy before Mr. Elfish Swiftypants with the fruity bow n' airrahs!
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Actually, there's even better ways to do it. Each action could have a set amount of speed that it adds/subracts (depending on how you're doing it). Getting stunned could reset the value to max. Etc. Etc.