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(+2)

When making a JRPG combat system, the hardest part is handling multiple party members. If you don’t have multiple party members. Then it shouldn’t be as hard, but still, time-consuming. 

Anyway, the way I would go about it is using a state machine.

ENUM{

START,

SORT_ARRAY,  ## if you want to choose the first player to move based on speed

PLAYER CHOOSE MOVE,

SET ENEMY MOVES,

ROUND_RESULTS,

END_BATTLE,

CONTINUE

}

var state = START

And under the process function use the 'match' keyword. ( you don’t have to put everything under the process function or in the state machine some chunks of code are better off under a separate function )

func_process(delta):

                match state:

                                                START:

                                                                ##code here

                                                                state = SORT

                                                SORT:

                                                CONTINUE:

                                                                if not dead:

                                                                                State = START ## creates an endless loop until someone dies and you go into the end state

                                                                 elif dead:

                                                                                State = END_BATTLE

 This is just a quick example, you can do a lot with a state machine. Heartbeast has a great tutorial on youtube about them.  Not sure if you already tried using one, but I hope that helps some!