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Games with action scripting (FFXII gambits, DA:O tactics, etc)

No RPG elements? It probably goes here!
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J1M
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Games with action scripting (FFXII gambits, DA:O tactics, etc)

Post by J1M »

This thread is to discuss games that allow you to "script" prioritized actions for a set of characters. Examples I'm familiar with from the RPG genre include Final Fantasy XII (gambit system) and Dragon Age: Origins (tactics system).

These are RPGs, so unlocking and collecting the commands you can combine is part of the game/tutorialization.

I'd like to find more games with systems like this. Both of the examples I have are RPGs and real-time with pause. I don't think either is mandatory for the type of scripting systems the thread is about.

I do think that a streamlined interface for configuration/editing is mandatory as well as additional intelligence that the player configuration sits on top of. For example, the character may have a buff set as their highest priority action, but they only cast it if the target doesn't already have that buff.

What I would really like to find are games where the player cannot perform manual intervention, but there is a tight loop on seeing what would happen, editing, and going again.

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Last edited by J1M on December 25th, 2025, 14:07, edited 2 times in total.
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Post by Cipher »

Unicorn Overlord

It's not a JRPG, its a spiritual successor to the Ogre Battle: March of the Black Queen and Ogre Battle: Person of Lordly Caliber games.

More of a blend of RTS and RPG. You have a robust set of options to put in conditions for triggers on your units.



It's only on Switch, but that's what emulators are here for.
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Post by J1M »

Do I remember right that the SNES Ogre Battle game also had a system of indirect control that you could only directly interfere with via limited-use cards?
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Post by Val the Moofia Boss »

In Ogre Battle 64, the actual squad battles run themselves and you can't intervene. Your decisions come down to giving movement orders to your squad in the real time overworld map (kinda RTSish), and then setting up the composition of squads by assigning wizards, knights, beastmasters, etc. I cannot recall if you could configure gambits for the squads.
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Post by rusty_shackleford »

Pillars of Eternity 2: Deadfire added this, I never used it I think
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Post by Stack of Turtles »

You put this in General Video Games and didn't include the word "RPG" in the thread title, so I am legally allowed to say Dominions.

Actually, Dominions is an RPG (-TBS hybrid).
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Post by Norfleet »

Because he didn't put this in RPGs, I therefore nominate Factorio, which features a Turing-complete scripting system that would potentially allow you to reimplement the game inside of itself.
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Post by Poityu »

The defunct Flash MMO Sorcery Quest (2009~2018) has Automatas.
This is the only screenshot I could find as it's pretty much a lost memory since there are no private servers.
sorcery_quest_01.jpg
When it is the character's turn, his set of rules are eval'ed from first to last, until one is triggered, which is what he does that turn.
If none is triggered I think the default attack is used against a default target.
IIRC PvP is not realtime, the defense always relies on automata, the attack can choose manual or auto.
If you win, you take up that spot in the leaderboard.
How to assemble a team and craft a set of rules so that you can stay at the top is itself a study.

Important bits from wiki:
Some rules have intelligence and wisdom requirements.
Take note of the screenshot, that's the reason why some of the rules are greyed out.
I forgot whether the number of rules increase based on level or int/wis.
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Post by WhiteShark »



Image
Screenshot in English from Steam. Yellow blocks are conditionals. It follows the blue arrow if true, red if false. Any block that can't be carried out (e.g., due to insufficient MP or no valid targets) is skipped.

This game is entirely focused on the scripting mechanics. You can input commands manually in combat, but it's an ATB system that moves rapidly and doesn't pause time while you select commands, so it's not feasible to play without scripting. You start with a very limited set of conditionals, but you find and buy more as you play. It takes a while for the system to open up; I'm several bosses into it and I've only recently found, for example, the conditional 'if there are 2+ enemies'. Magic and abilities also come pretty slowly, so my tactics pages are only starting to approach that level of complexity.

One really cool aspect of the game is that you eventually get the ability to scan enemies, the upgraded form of which reveals their tactics pages. Hence, you can see exactly how a boss will behave and craft your own tactics to counter it. It's also fun to see what conditionals will eventually become available.

EDIT: Forgot to add that it does let you pause to edit scripts mid-combat.

Last edited by WhiteShark on December 31st, 2025, 02:21, edited 1 time in total.
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Post by rusty_shackleford »

Project Gorgon alchemist has programmable golems
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Post by TKVNC »

Kenshi comes to mind, as you can queue actions.

There are other games I have in mind, but they are not queued actions so much as direct actions.
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Post by asf »

you can make some ships routines in x games, not very interesting