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Just me talking my mind while I try to figure out how to do this.

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in the scripts forum there was a challenge placed out to come up with a battle system for tactics. Saddly I can't take that challagne exactly because I have no idea of how to work scripts. So I am doing it in events format. I am only posting this here, so I express what I am doing so maybe I might see a way to get it to work or oraginze it better.or perhaps you the reader of my rambling post will see something that will give you a spark. Ether way this can be here seeing how its can became a discussion of an rpg maker capabilitys, not to mention all three since I am not using any scripts to alter it. here is what I have done. so far.

At first I was thinking of making a battle grid of 8 by 8. but I realised there would be an easier way for moving and more easy to track down mistakes if I done 10 by 10. I have placed my grid in one side of the screen, and placed 4 events with a space in a compass fasion on the other side. I also placed 6 events on the side to show how many movements you can do per turn, I figured 6 would be a resonable amount.  Seeing how movements could be wasted if they were used to "run into a wall" I desided to make my compass formation into something to prevent that to happen.  I manage to get the events to repesent the battle to hold a varible to their name, "varible 0001 = hero 1 location" ect for the other hero and the monster.

since this grid was 10 by 10 It was easier to orgainse the prevention code.  for example
Code: [Select]
conditional brach :varrible [hero 1 location] >= 10
message: You cannot move here
Move plauer:move down
else handle
varible [hero 1 location] + 10
varible [steps] -1
move event: hero 1 up
move player: down
end

what it does is checks the peice that represents hero 1's location and makes sure it isn't in the top row. if it is, it won't allow it to move. but if it isn't it will move it and add 10 to its location since the grid is 10 by 10. also it moves the player off the event down ward, and removes one of the step events so you can see how many steps you have left.

Then it occurd to me that the heros and monster's hp are not seenable, since I am not playing with the script and far to lazy to make a message display it every time. I put 10 events at the buttom of the screen with an event that looks like the its owner on the left of all 10 of them.  (trust me you'll know what I am saying if you see it)
To make it interested I figured to make the hp different per test that way its not the same all the time, so I added a random hp start up.

To desided the turns of the rounds I took something from dnd, the CP of rolling a d20. I  also have 3 events to show the order of their turn.

now we get to where I am currently. The menu for attack and using items, (using skills such as magic are way off untill I figure out how I want to set it up.)  I'll post again after I figure out how to set up the menu I already have it under a condition of push a key so the "player" dons't need to leave the compose area.

If I did post this in the wrong spot I appolize and would be greatful if you moved it where it should be.
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

***
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while orgainizing my menu I reallised there is a slight snage in my senerio. I have another hero and a monster. Which means you could thereticly hit your other hero. but my problem was I would have to have varibles to cacluate to see if the monster or the other hero was in the path, also I realised that this veraible calcuation should also be in the moving since the location of the event would still be recored even if the event was blocked. so this post I'll put in the way the varibles should work together.

((btw my grid reconizes it self by  his order
1 -> 10
11 -> 20
...
90->100))


Code: [Select]
v1. hero 1 location
v2. hero 2 location
v3. monsters location
v4. caclution

hero 1 is moving and wants to attack but we need to make sure there is something there to attack

so here is the check
Set v4 as v1 ((brifing it so readers can see what I am doing quicker))
make v4 - v3 = new v4 value
IF v4 is equal to 10
show battle animation on monster event
ect.
else
if v4 is equal to 1
ect
else
if v4 is equale to -10
else
if v4 is equale to -1
ELse
(set the new calcuations for the second hero and follow the same thing.)
ELSE (after you do all directions checks)
show message: What are you attacking at nothing is there.

But how does that work? how does 10,1,-1, and -10 have do with anything? you might ask. SIMPLE

as I explained eariler I am using a 10 by 10 graph meaning there is 100 different locations that your character could be in that graph. well same for the monster and the other hero.  what I have done was the following.
Quote

lets stick in some starting numbers
v1. hero 1 location  : 60
v2. hero 2 location :59
v3. monsters location :70
v4. caclution :0

that would make it look like this
X = empty spot
o = monster
1 = hero 1
2 = hero 2

X X X X X
X X X o 1
X X X X 2

now for the calcuations to begain.

Quote
Set v4 as v1 ((brifing it so readers can see what I am doing quicker))
make v4 - v3 = new v4 value

so V4 is currently = to 0 but we want it to be = to V1. so
that makes V4 now equale to 60
V1 = 60 / V2 = 59 / V3 = 70 / V4 = 60

step two
we want to check for  the monster first. SO we take V4 - V3

60 - 59 = 1 

to make my life normal and only have to do 2 if cammands I set a choice option of attack.

short faq from my own thoughts.
Q : won't they be able to attak the air?
A : are you kidding? I am not going to place all them 100 events for locations in that area just so they can swing at air. I am just making an outline

Q: why are you even posting this here before you technicly make it?
A: my thoughts seem to answer themself so it helps me orgainse my ideas and mind set.
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

***
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Random-Idiot
SO, I have read the post, still thinking you better should do this with script, as you see an 10-10 grid already gives trouble. But, erm, do you want us to reply or ... ?
ALL HAIL ME™

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your can repley if you want. ^_^ so far Its successful...its the ai of the monster I am having problems with. >.> I can't exactly have him walk towards hero because hero is always on the direaction indicator. so I have him currently walk like a blind man. Not sure where he is going or where he is comeing from. BUT He does attack when he is near an hero event so its all good for now... again. if you wish to see my demo please contact me on msn or aim, because I don't know where to host these type of things for free.
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

***
Rep:
Level 88
the battle symulations is compleate ^_^ and it works too, thought the monsters ai is low that is the only disadvantage....but its done WOOT!
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

***
Rep:
Level 88
Random-Idiot
You could Host them at rapidshare.de :D
ALL HAIL ME™

***
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Finally someone tells me XD


*edit after checking site* its down....
« Last Edit: December 20, 2006, 08:05:27 PM by kathis »
Project
New project. The other dimention DND
RPG makers challenge http://rmrk.net/index.php/topic,13503.0.html

***
Rep:
Level 88
Random-Idiot
Oki, there are lots more (MSN)
ALL HAIL ME™

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I've no idea what you've managed to do here, but it sounds like genius and I really want to test it  ;D

***
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Level 88
Hell... What did I mess up now... I'm Back!
I've no idea what you've managed to do here, but it sounds like genius and I really want to test it  ;D

go here : http://rmrk.net/index.php/topic,10301.0.html

or just get MSN messenger and add : the_comic_club@hotmail.com
or aim with : hero5th

right. I also have the game... Actualy I could host it myself... In fact that is what I will do...

(just go to the topic, when i upload to my server I will post link to the game)
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