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  • Party Skills not working properly in Menu Base and Tactical Turn battle

I was testing how party skills (like buffing the party or healing the party) affect party members in Menu Base and Tactical Turn battle. In order to identify that this was not working properly, several tests were conducted to pinpoint the issue.
Note: Both party skills are usable in combat and did not have any additional scripts attached to it, only the default effects to the skill like (Healing, HP Restoration and Temporary Stat Buff).

The tests were conducted using Real time and Roguelike Action systems, the player having skills that were party based (to heal and to buff a stat) and with only 1 party member (which has a script that is trigger, so it can be added to the group). in bare bones map (with only grass tiles) and with 1 enemy (which triggers a script that starts the battle). After conducting the test, the results are the following:

                                                                **TESTING PHASE**

Real Time

1.) was able to add the NPC to the party.
2.) was able to trigger the battle by getting close to the Enemy.
3.) While in combat, I used SKILL 1 (to heal the group) , it healed the player, however it did not heal the party member.
4.) Also, during combat, SKILL 2 was used (to buff the party), it buff the player, however it had not effect on party member.

Menu Base

1.) was able to add the NPC to the party.
2.) was able to trigger the battle by getting close to the Enemy.
3.) while in combat, I used SKILL 1 (to heal the group) , it healed the player, however it did not heal the party member.
4.) Also, during combat, SKILL 2 was used (to buff the party), it buff the player, however it had not effect on party member.

                                                                   **INQUIRY** 

Question(s):

  1. when you add an NPC to party, the party skills that the player has should affect the party members, is this correct?
  2. If you use a skill to heal the party, it should help the party members? or is there an additional scripting command that needs to identify each member?
  3. Is there any additional documentation that can help clarify some of these questions? or any tutorials that are recommended?

                                                               **CONCULSION**

While currently with the test that was conducted, it appears that there is some disconnect between the party skills and the party member. I have asked in the help section in Discord and posted in the support, hopefully this is something that either I am not doing correctly or some setup that needs to be completed before it functions as intended.

Note: I appreciate any help in this matter, thank you!

After conducting more testing (with some help from Slayer) to understand the party skill application, couple things were discovered that I believe could help other game developers.

The duration of a party skill application, located in effects details, affects only the players turn and not the whole party. For the party to benefit from the buff property, the duration must also include the party members turns in their attack phase turn. So, if the player has a skill that they want to last a single turn (including the party), the duration needs to = party total.

Another finding was the effect detail: Stat (move range).

The move range stat will affect the performance of the engine, If the skill is used in a way to forces the engine to calculate empty space. In other words, if you try to use a skill that will extend your movement range, and this range extends the tiles that are placed on the map, the game will lock up.

The reason this occurs, is because the engine is trying to compute the extra walkable spaces, and if the move range skill selects empty spaces (coords that have not tiles placed) during the application of the skill, it locks the engine in the process of calculating the movement area.
In addition, the number of spaces the move range can move, which is also in the effect details, means that whatever number amount is entered will allow the player to move x amount of spaces additionally in each direction.

This is important to know, because if the player selects a high amount of spaces to move, which exceeds the tile space occupied in the map, then the lock error will occur.

Example

if the player inputs a amount of 35, this means that the player, and party members will move 35 spaces in each direction, however in a smaller map, this could exceed the map space parameters and lock the engine up

However, if you select a number within the map space parameters, it will execute the skill with no issues

Summary

The party system skills needs to be tested further, also the passive skills in another area that needs to research properly, the following observations below are tips that might help understand the testing concepts of this experiment.

1.) The percentage effect details while using a HP restoration skill does not work on party members.
2.) The party skills must “usable in combat” to work properly in a fight, (still need to test the passive skills).
3.) If a move range skill extends the map space limit of the current map during the execution of the skill, it will lock up the engine.
4.) To ensure a party skill is properly applied to party members, a suggestion is to use a log message that pops us letting you know that it was applied to party members.
5.) Passive Skills currently not a opinion, only Active skills available.

Please let me know if there is any additional steps that are necessary or suggestions that help me conduct more tests to gain a better understanding of this party skill process, thank you!

    a month later
    2 months later

    Justin

    Sorry the late response, I was looking in Discord and miss this in Forums! With Slayer's help, I was able to make it work!!! I have couple projects where I conducted couple tests for skills. Currently, I am studying (school) and working on Blockbench to learn how to make models to use in RIAB. This is one of the them! Once I am done with the semester, I will start testing new areas in RIAB!