Godot Tactics RPG – 15. Turn Order

7thSage again, welcome back to part 15 – Turn Order. Up until this point, units have taken turns one after another, with no consideration for speed or any variation. In a tactics game such as Final Fantasy Tactics, units get their turn based on their individual speed, which can also be affected by things such as slow and haste. In this lesson we’ll be creating a controller class that will be able to handle cases such as those.

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Godot Tactics RPG – 14. Ability Area of Effect

7thSage again. Welcome back. In the last lesson we set up the range that our attacks could hit. This time around we’re going to set the attack’s Area of Effect, or in other words, how many tiles the attack hits. Some attacks or abilities will only hit a single target, while others will spread across a large range. An archer may hit a single tile with his arrow, or a mage may cause a massive explosion hitting multiple tiles. The area that their attacks hit is our Area of Effect, while how far away their attacks reach is the Range.

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Godot Tactics RPG – 13. Ability Range

7thSage again. Welcome back. This time we’ll be expanding upon pathfinding from earlier in the series and creating some different range options for our attacks. While some attacks might be a simple distance like our movement, other attacks might use a pattern such as a line or a cone. I did break from the original lessons on the specific formulas used in the different range options, but in the process I tried to add some additional functionality, and added a few new shapes. I hope you like them.

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Godot Tactics RPG – 12. Stat Panel

7thSage again. This time we’ll be creating some more UI elements. We’ve been working with stats for a few lessons now, and its time we created something to show at least some of them. We’ll create a pair of panels to show the character’s name, level, HP and MP values. We’ll be mostly using the primary panel for now. The secondary panel we’ll use later for the target of an action.

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Godot Tactics RPG – 11. Jobs

7thSage again. This time we’ll be working on adding a job system. Providing different stats and growth characteristics depending on which job a unit has. We’ll be loading in a .csv file, and creating a prefab for each job in code. We’ll also be adding some of the elements from the last couple lessons to our actual game characters.

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