in the scripts forum there was a challenge placed out to come up with a battle system for tactics. Saddly I can't take that challagne exactly because I have no idea of how to work scripts. So I am doing it in events format. I am only posting this here, so I express what I am doing so maybe I might see a way to get it to work or oraginze it better.or perhaps you the reader of my rambling post will see something that will give you a spark. Ether way this can be here seeing how its can became a discussion of an rpg maker capabilitys, not to mention all three since I am not using any scripts to alter it. here is what I have done. so far.
At first I was thinking of making a battle grid of 8 by 8. but I realised there would be an easier way for moving and more easy to track down mistakes if I done 10 by 10. I have placed my grid in one side of the screen, and placed 4 events with a space in a compass fasion on the other side. I also placed 6 events on the side to show how many movements you can do per turn, I figured 6 would be a resonable amount. Seeing how movements could be wasted if they were used to "run into a wall" I desided to make my compass formation into something to prevent that to happen. I manage to get the events to repesent the battle to hold a varible to their name, "varible 0001 = hero 1 location" ect for the other hero and the monster.
since this grid was 10 by 10 It was easier to orgainse the prevention code. for example
conditional brach :varrible [hero 1 location] >= 10
message: You cannot move here
Move plauer:move down
else handle
varible [hero 1 location] + 10
varible [steps] -1
move event: hero 1 up
move player: down
end
what it does is checks the peice that represents hero 1's location and makes sure it isn't in the top row. if it is, it won't allow it to move. but if it isn't it will move it and add 10 to its location since the grid is 10 by 10. also it moves the player off the event down ward, and removes one of the step events so you can see how many steps you have left.
Then it occurd to me that the heros and monster's hp are not seenable, since I am not playing with the script and far to lazy to make a message display it every time. I put 10 events at the buttom of the screen with an event that looks like the its owner on the left of all 10 of them. (trust me you'll know what I am saying if you see it)
To make it interested I figured to make the hp different per test that way its not the same all the time, so I added a random hp start up.
To desided the turns of the rounds I took something from dnd, the CP of rolling a d20. I also have 3 events to show the order of their turn.
now we get to where I am currently. The menu for attack and using items, (using skills such as magic are way off untill I figure out how I want to set it up.) I'll post again after I figure out how to set up the menu I already have it under a condition of push a key so the "player" dons't need to leave the compose area.
If I did post this in the wrong spot I appolize and would be greatful if you moved it where it should be.