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    A pathetic attempt at a custom battle system

    Here's what I tried when I was trying some things in RPGM3:

    I created a character with a class with the following stats:
    BaseHp:60 Hp:0 Mp:60 STR:10 DEF:6 MAG:12 MDF:4 AGI:10 Luck:45
    I had my character walk up to a werewolf NPC. In the werewolf's event code, I placed a decision branch with 4 choices. the message was:

    "Choose your action"

    The 3 choices were:
    "Attack"
    "Skills"
    "Do nothing"

    Under "Attack", I placed the following:

    >Message Display: "You deal 8 damage"
    >Increase Internal variable: Werewolf +8

    Under "Skills", I placed the following:

    >Decision Branch(2 choices)
    ->Firestrike
    ->Message Display: "You deal 10 Damage with firestrike!"
    ->Increase Internal variable: Werewolf +10

    ->Nevermind
    ->end event

    Under "Do nothing", I did the following:

    >End event

    After that decision branch, I did the following:
    >Value Conditional Branch (2 choices)
    -> Werewolf < 30
    ->Motion: werewolf-no wait-angry
    ->Message Display: "Werewolf deals 4 damage"
    ->Decrease Party Hp:4

    ->Werewolf = 30
    ->motion: werewolf-no wait- gloomy
    -> play melody: fanfare- no wait (This part I added just now)
    ->Message Display: "You have slain the werewolf!"
    ->Display off: werewolf

    Now, this is just a test run I came up with. I's clearly very basic (As you can tell), but I plan to expand it to include more options and more party members. but this is what I have for now.


    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
    -Walt Disney

    #2
    Re: A pathetic attempt at a custom battle system

    Not good. How do you expect to, for example, check whether the player has enough MP to cast a spell?


    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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      #3
      Re: A pathetic attempt at a custom battle system

      It's a skill in the "hp cost" sense. Thinking about it now, I never reduced HP after using the skill.


      "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
      -Walt Disney

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        #4
        Re: A pathetic attempt at a custom battle system

        Now I do think this system could track HP for death purposes, but it wouldn't be able to follow multiple party members, do much with status effects, etc.

        The unfortunate thing is that I really don't think a CBS can be made, in this vein, that does anything better than the default battle system.


        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

        Comment


          #5
          Re: A pathetic attempt at a custom battle system

          An interesting thought, but you can't really fit enough information in the event code to make this more dynamic than the default battle system. Also I don't think you can show any visual effects outside of battle so you wouldn't be able to show any of the magic with this battle system either.
          Games:

          SS World (RPGM2) Extravaganzicon Contest Winner
          A Ronin Story (RPGM3)
          SS World 2 (RPGM2)

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            #6
            Re: A pathetic attempt at a custom battle system

            Originally posted by Tsunami View Post
            Also I don't think you can show any visual effects outside of battle so you wouldn't be able to show any of the magic with this battle system either.
            You could always make the screen flash different colors....

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              #7
              Re: A pathetic attempt at a custom battle system

              I think that this is probably going to be too unwieldy and even less fun than the already not-fun default battle system. If you insist on using this setup, you NEED NEED NEED a pseudo-random number generator. Do a forum search in this forum if you need the specifics on how to set one up.

              With a PRNG, you MIGHT be able to make this setup SLIGHTLY entertaining. Otherwise, scripted damage that is the same EVERY time is really not going to fly, IMHO.

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                #8
                Re: A pathetic attempt at a custom battle system

                You can't blame a guy for trying!


                "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
                -Walt Disney

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                  #9
                  Re: A pathetic attempt at a custom battle system

                  Of course not. Merely trying to give you some educated advice on what you are planning to do, as I've made something SEMI-similar (a card battler minigame that had choices for hard attack, regular attack, and block), and it would have been a miserable failure without a PRNG.


                  Speaking of which, nerd god, you CAN enter the Pavilion's minigame contest if you want, you know...you've got more than a month to make something. Details are on the main forum page.

                  *blatant plug*

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                    #10
                    Re: A pathetic attempt at a custom battle system

                    I think I WILL enter the contest, once I've finished the system. I'm not sure if it counts as a minigame, because I'm trying to find an alternative to regular battles. I can't find a way to monitor Mp depletion. However, I've come up with placing a value conditional branch. For every spell used, it increases a variable by a set number. in the branch choices, when the variable becomes higher than a set number (let's say 30), the character can't cast any more spells.

                    I've also come up with how the party members will work:

                    Let's say there're 4 party members. At the start, there's a decision branch with 4 choices, each choice being the name of a character. Depending on the chosen character, a variable is modified to either 0, 1, 2, or 3. The decision branch that has the 3 "battle action" choices will have a value conditional branch, with 4 choices each. each branch will have different actions depending on the character.

                    Because this is going to be more than 50 lines of code, I'll have event transitions to an event called "battle2", which will be beyond the player's reach. After all the coding for the characters, there'll be a "modify mode" to another mode in Battle2, or an event transition to a 3rd event called "Battle3", which will hold the werewolf's "attacking" coding, than end with "event ending". If I want more than 1 werewolf enemy, I just modify another variable to match the werewolf (To differentiate between werewolf1, werewolf2, etc.), and in "Battle3", I place another value conditional branch which dictates which werewolf takes actions. In the coding for player actions, I place more value conditional branches which determine which werewolf take damage.

                    Damn that's a lot of work!


                    "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
                    -Walt Disney

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                      #11
                      Re: A pathetic attempt at a custom battle system

                      or you could just come over to rpgm2?


                      TBS is coming shortly... I finally got off my lazy self and contacted Datel, so new Max Drive software is coming thus allowing me to release my TBS.

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                        #12
                        Re: A pathetic attempt at a custom battle system

                        i dont think it would work but at least you tried
                        current project: untitled
                        completetion: 0% (story in development)

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                          #13
                          Re: A pathetic attempt at a custom battle system

                          You can do it all in one event. You don't need to waste three.

                          Comment


                            #14
                            Re: A pathetic attempt at a custom battle system

                            I'm starting the coding over. I'm going back to 1 player character and 1 werewolf, but I'm incorporating a "charge attack!" method that's really a PRNG in disguise

                            EDIT: Here it is:

                            Werewolf, mode 1
                            >Decision Branch (3 choices): Choose an option!
                            ->Attack
                            ->DecisionBranch (3 choices): Charge attack!
                            -->"XXXXXX" (the X's mean it's blank)
                            -->Variable1 +1
                            -->Variable2 -2

                            -->"XXXXXX"
                            -->Variable1 -2
                            -->Variable2 +3

                            -->"XXXXXX"
                            -->Variable1 +3
                            -->Variable2 -1

                            ->Value Conditional branch (3 choices): Variable 2
                            -->Variable2 <4
                            -->Message Display: 50 damage!
                            -->Variable3 +5

                            -->Variable2 >8
                            --> Message Display: 90 damage!
                            --> Variable3 +9

                            --> Variable2 >4
                            --> Message Display: 70 damage!
                            --> Variable3 +7

                            ->Firestrike
                            ->Event transition: battle1, mode1

                            ->Do nothing
                            ->Event ending

                            >event transition: battle, mode 1

                            Battle1, mode 1

                            > lose 10 hp
                            >Decision Branch (3 choices): Charge Firestrike!
                            ->"XXXXXX"
                            ->Variable1 -1
                            ->Variable2 +2

                            ->"XXXXXX"
                            ->Variable1 +2
                            ->Variable2 -3

                            ->"XXXXXX"
                            ->Variable1 -3
                            ->Variable2 +1

                            >Value Conditional branch (3 choices): Variable 2
                            ->Variable2 <4
                            ->Message Display: 60 damage!
                            ->Variable3 +6

                            ->Variable2 >8
                            ->Message Display: 100 damage!
                            ->Variable3 +10

                            ->Variable2 >4
                            ->Message Display: 80 damage!
                            ->Variable3 +8

                            >Event Transition: Battle2, mode 1
                            Battle2, mode 1

                            >Value Conditional branch (2 choices): Variable3
                            ->Variable3 >59
                            ->play melody: victory (or fanfare, whatever it's called)- no wait
                            ->Message Display: You have slain the werewolf!
                            ->Display off: werewolf

                            ->Variable3 <60
                            ->sound effect: damage- no wait
                            ->Value conditional branch (3 choices): Variable1
                            -->Variable1 <4
                            -->Message display: The werewolf deals 4 damage!
                            -->damage hp: 4 hp

                            -->Variable1 >8
                            -->Message display: The werewolf deals 8 damage!
                            -->damage hp: 8hp

                            -->Variable >4
                            -->Message display: The werewolf deals 6 damage!
                            -->damage hp: 6 hp

                            >end event
                            Last edited by Deeth Irteen; 12-17-2008, 02:06 PM.


                            "You're dead if you aim only for kids. Adults are only kids grown up, anyway."
                            -Walt Disney

                            Comment


                              #15
                              Re: A pathetic attempt at a custom battle system

                              Will this coding work any better? It looks kinda confusing.
                              Your ad here. Call 1-800-2L33T4U

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