EdgeOfChaos
E
EdgeOfChaos
This is a system I created quite a while ago for a map I was planning. Originally I meant to submit this as a Resource, but I realized that it's an extremely complex system to understand and use, only for people who are good at vJASS. When I was writing the implementation instructions I found myself writing a giant essay on how to use it, and that's when I decided there wasn't any point in submitting it. Besides, the code is probably not up to THW standards as you must edit/add to system code to make it work how you want it to.
However I've seen lots of people asking for turn based battle systems over time and haven't seen a single functional one. I don't have the time or desire to touch this system up now, but I still want to get it published for the small amount who might take the time to learn and use it.
Fair warning: it's long and hard to use. Pastebinned for length.
Features in battle:
- Create a battle with different enemy-types
- Initialize battle in an arena
- Based on a custom speed stat, units take turns moving
- AI used for all enemies to decide what to use
- For players, an action selector is created which can be used to select a skill to cast on an enemy
- Easily implement debuffs like stuns/slow/cripple
- Completely customization abilities
- Floating text indicators for all actions/damage
Features out of battle:
- Gain ability points to learn new skills (max of n skills)
How to import
Battle
Action
Spells
AI
AI List
Behavior
ActionCheck
Internal
This code might be interesting to read but I wouldn't import it like this. If you actually want to use it, I've included a working turn-based RPG (though, only with a couple lands) that implements this system - you would probably find it easier to read and edit this map more than the system.
However I've seen lots of people asking for turn based battle systems over time and haven't seen a single functional one. I don't have the time or desire to touch this system up now, but I still want to get it published for the small amount who might take the time to learn and use it.
Fair warning: it's long and hard to use. Pastebinned for length.
Features in battle:
- Create a battle with different enemy-types
- Initialize battle in an arena
- Based on a custom speed stat, units take turns moving
- AI used for all enemies to decide what to use
- For players, an action selector is created which can be used to select a skill to cast on an enemy
- Easily implement debuffs like stuns/slow/cripple
- Completely customization abilities
- Floating text indicators for all actions/damage
Features out of battle:
- Gain ability points to learn new skills (max of n skills)
How to import
Battle
Action
Spells
AI
AI List
Behavior
ActionCheck
Internal
This code might be interesting to read but I wouldn't import it like this. If you actually want to use it, I've included a working turn-based RPG (though, only with a couple lands) that implements this system - you would probably find it easier to read and edit this map more than the system.
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