Battle system flexibility
I want to know a bit about how flexible the battle system is or can be expected to become. Obviously you can define your own attacks and statuses, with a working poison status already implemented. What I'd like to know beyond that is:
- Are there plans to allow dialogs during battles? They could be triggered by various events... such as using an attack, a certain status being activated, a certain party dropping below or going over a specific HP, the use of a given inventory item, and more. This could for instance allow special chats in trainer battles based on what's happening, like your opponent saying "using type X attacks against my type Y Tuxemon I see".
- Similarly, variable setting ran by the same triggers would be as useful... so specifics that happened in a battle can affect the world. For instance, let's say you electrocuted a trainer's Tuxemon during a battle, so when you meet that trainer later they'll tell you "last time you fried my Tuxemon".
- Can world events be invoked after a battle, based on the outcome of that battle? If standard conditionals and events are defined as act# and cond#, maybe NPC and Random Encounter definitions could have additional properties such as act_win# / cond_win# and act_lose# / cond_lose#?
- Can battle events, such as giving / receiving a certain attack or the creature having a status active, change the battle sprite of a creature? For instance: If you want a Tuxemon to look dizzy while poisoned, can you define unique front / back sprites for the poisoned status? The definition could include an optional timer, where you may specify if you want the override sprite to last for # seconds or be permanent until cleared out by another event.

By bitcraft 28 Jun 2016 20:28
Champion · 167 commentsI've implemented most of the new combat screen, so I'll try to answer your questions about it. In general, I've tried to make it flexible and easy to extend.
#1 Are there plans to allow dialogs during battles?
No plans, but it wouldn't be difficult to do; dialogs can be used anywhere in the game. So far, many of the game screens have a predefined area where messages are displayed, in addition to using a dialog. It isn't hard to display messages. I think it is just a matter of design why it may seem lacking. As for specific triggers, I could add a hook into the event system and use the normal events that are used during the world state. At that point it would just be a matter of getting the event triggers into the engine.
#2 Similarly, variable setting ran by the same triggers would be as useful
Yes, this is a good idea. These types of events are possible already. https://github.com/Tuxemon/Tuxemon/wiki … s-together
#3 Can world events be invoked after a battle, based on the outcome of that battle?
I could be mistaken, but I don't think that the player win/loss record (or anything related to it) is being recorded right now, but I think its a great idea.
#4 Can battle events, such as giving / receiving a certain attack or the creature having a status active, change the battle sprite of a creature?
This isn't a planned feature. Right now we have status effect icons, and I think the only one we have is for poison. I don't see much value in new sprites for statuses, as it would put a pretty big burden on the artists to make sprites for each status. Its a lot of work already to make the front/back sprites, mini ones, etc. We could def use more icons, or animations for status attacks. I could be wrong though, so feel free to ask around.
#1 is pretty vague, but if you had some specific ideas, it would be nice to open a thread here or an issue on github when it is all finalized. Think about what dialogs should say, or what event trigger conditions to use. If there isn't a condition already available, then solicit some opinions on what content creators think would be useful. As for #3, opening an issue on github along with some specific variabels to capture and record would help.
For your reference, you can find existing documentation on the events below.
https://github.com/Tuxemon/Tuxemon/wiki/event-reference
https://github.com/Tuxemon/Tuxemon/tree … ents/event
Last edited by bitcraft (28 Jun 2016 21:04)

By MirceaKitsune 28 Jun 2016 21:03
Member · 45 commentsThanks for your reply, that is helpful!
About #4: It would be optional of course, for people who'd want to use such in their mods. I don't believe custom status-based or attack-based sprites would make sense in the default game either.

By bitcraft 28 Jun 2016 21:06
Champion · 167 commentsNo problem. I've edited my reply with a few links about the events, if you haven't seen them before.
By MirceaKitsune 21 Jun 2016 12:33
Member · 45 comments