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    NPC Battles

    Say I want my party to meet up with the final boss several times through the game. Is there a way to where I can make the battle end after so many turns or do I have to do Battle Results Branch and if they lose do Recover Party?

    Plus, is there a way I can make paths go up the sides of a room in like a circle without having to do a staircase to reach a certain floor? And if so, how?

    Also, I read the Variables Sticky but I still don't understand them. What are they for and how can I use them to make a game better? Can someone explain them more simply?

    And how do I make Mini-Games?

    I know it's a lot to ask but I just spent 2 months on a real sucky game and I need help making it better.

    #2
    Re: NPC Battles

    Plus, is there a way I can make paths go up the sides of a room in like a circle without having to do a staircase to reach a certain floor? And if so, how?
    I'm not sure I understand what you mean here. Are you trying to create some sort of ramp inside of a building or a dungeon. If so, that's not possibe. Or are you talking about in the Field editor?

    Also, I read the Variables Sticky but I still don't understand them. What are they for and how can I use them to make a game better? Can someone explain them more simply?
    Did you have the chance to try out the sample event by any chance? Feel free to ask any questions you'd like about it if you have.

    Variables are just ways to track different happenings in your game. If, for example, you want the game to know that your player has picked up a red potion because you need the dialogue of a person to change upon picking that potion up, you'd use a variable.

    You could also use variables to track a certain number of times that you touched a certain event. Upon touching a certain event 10 times, let's say, you are granted a gift. You'd use variables for this.

    And how do I make mini games?
    Here are some mini-game ideas. Check post #2 in the thread below.
    http://www.pavilionboards.com/forum/...ad.php?t=14727
    Last edited by Pagerron; 04-05-2008, 10:47 PM.
    " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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      #3
      Re: NPC Battles

      Originally posted by magnaangemon01 View Post
      Say I want my party to meet up with the final boss several times through the game. Is there a way to where I can make the battle end after so many turns or do I have to do Battle Results Branch and if they lose do Recover Party?
      You can't make the battle end before one side gets wiped out (or the player escapes) in RPGM3. This functionality WAS available, however, in 1 and 2.

      Plus, is there a way I can make paths go up the sides of a room in like a circle without having to do a staircase to reach a certain floor? And if so, how?
      Like Pagerron said, you can't do this in towns or dungeons. You can do this with Field Maps by modifying the terrain, however.

      Also, I read the Variables Sticky but I still don't understand them. What are they for and how can I use them to make a game better? Can someone explain them more simply?
      Simply put, Variables are a way for you to track numbers. The numbers mean only what you decide they mean by programming them to increase, decrease, or be set to certain values at certain times.

      You can then have the game check the value of a variable inside of an event, and have certain things happen only if the variable is a certain value (or inside a certain range of values).

      Page gave a good example, where you can touch an event 10 times to receive a gift. To make that happen, you'd make the event activate on being touched. Inside the event, the first line of code would increase a variable (any variable you want. Let's say it's Shared Variable 16) by one. The second line would be the start of a Variable-Conditional Branch: if Shared Variable 16 is now less than 10, do nothing. If it's equal to 10, give the player an item, and then either turn the event off using Display Off (if it's a one-time gift) or set Shared Variable 16 to zero (if you want the player to be able to repeat this process).


      How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

      "I live and love in God's peculiar light." - Michelangelo

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        #4
        Re: NPC Battles

        About the minigames.... I'm making a minigame where you control a chicken and have to find your way through certain places, allowing you to get cool treasures and then trade them for prizes. Also, certain parts can't be accessed until you get certain treasures in my game.

        Game: Glistade
        Percent Done: 36.6%
        Last Boss Created: Rawk Hawk*, 18000 HP
        Last Place Created: Jyrad Palace
        Most Recet Work Date: 4/6/08


        * I can't think of a name, so I'm temporarily stealing the name of the boss from Paper Mario: Thousand Year Door, but it's a birdman NPC boss.
        Last edited by LunarWingCloud; 04-07-2008, 02:47 PM.

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          #5
          Re: NPC Battles

          PS.... Would you believe I'm 16?!

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            #6
            Re: NPC Battles

            Page: I read your post and checked the links. That's good and all, but how do you make them? I still haven't figured out how yet.

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              #7
              Re: NPC Battles

              My mini-game utilizes all treasures, which, when traded in, you get gold for, depending on the treasure. 15000, 25000, up to 100000, maybe more if I make it bigger.

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                #8
                Re: NPC Battles

                No. I mean, how do you design a mini-game?

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                  #9
                  Re: NPC Battles

                  Originally posted by magnaangemon01 View Post
                  No. I mean, how do you design a mini-game?
                  You use event commands (almost always including event branches) creatively. I really don't know what else to tell you; it's the creativity and the ability to give meaning to abstract variables that make a minigame (or any other piece of "coding" in a game) successful. There's no "magic bullet" and there's no "Make the minigame of my dreams!" function in RPGM3.

                  Be more precise about what you want to do with your minigame, and maybe someone will have a good idea how to "code" it using event commands.


                  How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

                  "I live and love in God's peculiar light." - Michelangelo

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                    #10
                    Re: NPC Battles

                    Well, there's chicken chasing, coin toss, and an arena where you get to fight monsters and people just by talking to one guy. Any ideas how I can set these up?

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                      #11
                      Re: NPC Battles

                      There *IS* a way to make your battles last a certain amount of turns!

                      But it only works for characters.

                      Aaaaaaaaaaaaaand they will do nothing at all until the time limit is up.

                      Better than nothing, right?

                      FIRSTLY: Make the character (If you want him (or her) to attack the party, give him minions or surrender your player to the random whims of RM3. More on that later.) and any minions he needs. The minions may be made normally, but there is a SPECIAL PROCEDURE that you must follow for the main boss.

                      SECONDLY: The Boss must have his (or her) AI set to "Always Magic". Give him TWO magic spells. The first one should cost zero MP and recover one MP (for this reason, it helps if the minions have zero Max MP). Call it "Charge Up" or something equally relevant. Make the Boss's () Max MP equal to the number of turns you want the battle to last. The second spell should cost his Max MP to cast and do an insane amount of damage and have a chance of instant death (MAKE SURE that it will kill the hero's entire party). Give it a name like "Armageddon" or something equally impressive. Or, to make it sound like the Boss is commenting on the battle, name it "Let's End This!" or something equally villainous.

                      THIRDLY: Set up the battle. Within the battle event's script, however, you must place a code (pre-battle) which reduces the Boss's (:explode) MP to zero. TA-DA! Now you have a battle that should work if the game doesn't randomise MP healing like it does normal healing. If it does (I've never used MP healing spells), make the spell heal 2 MP instead of 1 and subject your player to the randomness of RM3.


                      If you REALLY want to get random, then you can give the enemy the "Recover MP" Special Trait. If you do, be sure to increase their Max MP- they'll be healing more than 1 each turn. They can attack if you do this, but it must be with Magic (maybe a zero or one MP attack spell, or if you really want to be mean, a healing spell, or if they have minions and you want them to be REALLY mean, a ressurection spell).

                      Or, if you want to be REALLY, REALLY mean, give them the "Full Revive" Special Trait and bring them back just when the player thinks it's over!



                      DIABOLICAL!






                      Commas are overused, don't you think?
                      Final Exams are not a good time to attempt to get back into a site. ^_^;

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                        #12
                        Re: NPC Battles

                        The final boss and his henchmen are all Characters if that helps any.

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                          #13
                          Re: NPC Battles

                          Hikari, I would say I love you, but I'm not gay! That is an awesome way to have a battle set up to be beaten in a certain amount of turns! I'm doing that. I did a boss using a monster that you don't beat. I made him insanely high powered, then made his HP 3 times what it is when you will face him shortly after. I used the Iron Giant monster, then I made it so when you lose to him, you heal, then fight 3 Power Cores (7000 HP each) and then after that, the Iron Gigas boss, weakened, with only 26000 HP instead of 80000 HP.

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                            #14
                            Re: NPC Battles

                            Ok. How do I set that up?

                            And minigames. I said what games I would like: Chicken-chasing, coin toss, and a coliseum where you fight characters and monsters. I would like the coliseum where you pick which character you want to fight as and fight through so many levels. So how can I set up these mini-games?

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                              #15
                              Re: NPC Battles

                              Magnaangemon, to set up a battle you just lose, or a battle to take place a set amount of turns?

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