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## Mechanisms Discussed:
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- Battlegrounds - using a sprite to implement combat.
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- Battle friends - how the friend system (separate) might designate “battle friends.”
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- Camera lock - a means where a sprite can force the camera to look in a specific place.
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- Attention lock - a means where a sprite can prevent a player from doing anything else.
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Battlegrounds:
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The JRPG combat system expects the god-mode player to build “battleground” in various places throughout the world. A “battleground” marks a physical place where combat can take place, and it defines the parameters of that combat. The battleground sprite contains all the combat-related scripts.
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Every NPC that can fight names a single combat arena. If a player picks a fight with that NPC, then the battle takes place in the specified arena. The players automatically run (or get teleported) to the left side of the arena, and the NPC runs to the right side of the arena, and the battle takes place.
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Combatant Selection:
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The initial step of the combat is that a *single* player picks a fight with a *single* NPC. But the battleground object then drags additional NPCs and players into the fight.
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NPCs: the battleground scans the vicinity for other NPCs that are linked to the battleground. It brings in any other NPC linked to that battleground. There may be additional rules that govern this.
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Players: the battleground scans the area for other players that are “battle friends” with the player. It picks the closest ones, and brings them into combat. If that isn’t enough people on the player side, the battleground scans for non-friend players and brings them in instead.
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Sometimes, the battleground might want to draw another player into the combat, but it might not be able to, because that other player is “too busy.” For example, the other player might already be involved in a different combat.
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The friend system is also a plugin. The friend system plugin should be required to export a function “is_battle_friend” to make it possible for the combat plugin to interface with the friend system plugin.
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Attention Lock:
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When the player enters a combat, the battleground puts the player into “attention lock.” Attention lock is intended for activities where the player is supposed to give his full attention to the activity, and not do other things at the same time. There is a separate document that describes attention lock in greater detail. The attention lock mechanism is used to prevent the player from walking away from the combat, and prevents him from growing flax or doing other irrelevant activities while combat is in progress.
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Turn-Based Combat:
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In this combat system, all players move at the same time, then, all NPCs go at the same time. The players have 10 seconds to specify which attack they want to use. If a player fails to specify an attack in 10 seconds, then a simple combat AI takes over and makes a choice for them. The goal of the combat AI is to give players whose connection is lagging a fair chance.
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When the 10 seconds are up, the battleground animates the combat round: it shows the players attacking one by one, then it shows the monsters attacking. The battleground sprite controls all the animation during this period.
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