The millionth thread about turn based combat but slightly different

yes i know there’s millions other here but here

  1. I’m perfectly fine with doing everything client sided (exploiters get to ruin their own fun :3c)
  2. i’m doing something really weird with required secondary moves that isn’t just a base attack™ and enemy attacks
    (the required secondary moves™ will be emulating on fire event functions or whatever their internal name are aka
    target.attack:Connect(function()
    target:Destroy() – obviously not actual destroy
    end))
    i guess what i want is best summed up in this flowchart
2 Likes

Explain more, I don’t understand the chart.

ok so that chart was basically a joke but basically
attacks (if you chose the lame basic one) and then the game throws you into a microgame (minigame if you hate warioware) and then after that you’re back at attack selecting

I don’t understand what you’re saying. I know what turn based combat is, but what are you asking?

how would i set up the general ui and stuff, since i think i could just use bindableevents for the “spells”

1 Like

That’s a very broad question. It wholeheartedly depends on what kind of framework you want to build for your game.

Would you want a module-based infrastructure? Try SSA (Single-Script Architecture) and OOP (Object-Oriented Programming). Do you prefer BindableEvents/Attributes for game state and etc.? Well, MSA (Multi-Script Architecture) works too, though you’ll probably end up hating yourself when your codebase gets large.