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    Battle System Planning

    I would like to make a battle system similar to Guardian's Crusade. By this I mean that you see the monsters on the screen and depending on your level they will either chase you or run away from you. I would like to give the player the option to enter a battle or try to run away from one. I have looked over some FAQs on CBS. I'm not sure if I can make one but I'm going to try. This is still in the early stages of planning, but this is what I have so far.

    I would like to display the the battles by using the monster blob model. Now if the Monster is stronger then the party the blob will be big and red. If the Monster is the same strength as the party, the blob will be medium and blue. Finally if the monster is weaker then the party the blob will be small and white.

    I can see a couple of problems with this.
    1) Keeping track of the party's strength.
    2) Keeping track of the monster's strength.
    3) Setting up a scripts that will initate the monster to chase the party and when to let them go, and getting the monster to run from the party.

    I'm still working on solving these problems. Are these the only problems I have or am I missing some? Plus I do have a basic knowledge of RPG Maker 2. I plan to set up each monster as an event battle both on the world map and in dungeons. Am I going in over my head?

    #2
    Re: Battle System Planning

    I don't know about RPGM2, but I know how to record the party/monster's strength in RPGM3!
    -Make Shared Var. 1-? the stregnth variable for each party member. You will have to make it so you only gain strength in an event. Then record the change in the variable.
    -Use event Battles. Make it so that an enemy party's STR can not change based on Level. Hold the strength for each enemy in any variable (Shared or Internal) you choose. Before the battle, make a script comparing both values.
    -If your variable is lower than the enemy's, give the player the choice to either run away BEFORE the actual confrontation or to fight. {My suggestion is that if the player chooses to fight, gain a treasure(call it ?) to give the character a Forced Escape skill active only with that treasure. Remove the treasure after the battle to remove the skill. [This may or may not be valid. Try it out first.]}

    Hope you enjoy the Preemptive Battle Script for RPGM3!
    Last edited by Eschaton Orochi; 05-08-2009, 01:03 PM. Reason: Grammatical Error
    Snake?...Snake?SNAKE!!!

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      #3
      Re: Battle System Planning

      Thanks, Chrysalon. I'll have to look into it to see if I can somehow make it work in RPG Maker2 with a similar script.

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        #4
        Re: Battle System Planning

        Some small progress was made. I have decided to use a blob to represent battles in the game. When the player touches the monster the SFX inflate plays, the blob doubles in size and an event battle takes place. If you win the battle, once you return to the world map, a deflate SFX plays, the blob shrinks down to itty bitty size and then disappears. I plan to have the events set to differnt event actions, some will approach the party, others run from them, and then others just wander around.

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