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    battle script assistance

    I'm trying to build a situation specific battle script... I'm sure this can be done, given the depth of customization you get, but I don't know where to start.

    What I want is a single battle where there is a variable in play so that if you choose to strike the enemy, the variable changes and you must finish the boss off to progress (this variable will affect the outcome of some post-battle events). However, should you choose to NOT attack the boss, the fight goes on for a few turns and then ends, leading to the variable not incrementing and, hence, a different outcome. Anybody who's ever played the Paladin/Mt. Ordeals fight in Final Fantasy 4 should recognize the concept. My main problem is that I don't know what battle scripts I should be messing with, copying or what not... If I knew the scripts I need to alter, I'm pretty sure I can do the rest. I need a vet to walk me through the battle script layout, if possible.

    I hope that's not too big a request. Thanks, guys!

    #2
    Re: battle script assistance

    This may help:

    http://www.rpgmpavilion.com/index.php?page=rm2tutorial

    Dungeon Warden compiled an "Advanced FAQ" which covers most of the default scripts and what they do. I think the battle scripts are covered in there...

    Hope that helps.

    MOO!




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      #3
      Re: battle script assistance

      Yes, I've got that, and it does a great job of laying out the scripts, so I think I know what I need to insert where. Problem is, I can figure that out and yet I'm still such a noob that I don't know how the battle flow works- Like, what script/event gets called upon in what order when battle initiates and what comes next to make the actual battle take place. Does that make sense?

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        #4
        Re: battle script assistance

        Sounds like it may be easier to just hijack the default system in this case. Find the scripts used for every possible attack that could be used at that point in the game, and add variable code to each script.

        I'm terrible with the battle system. I can mostly just hack it and make lots of cool visuals, but redesigning it or customizing my own never took off for me.

        So I suggest looking at the direct effects and indirect effects to get a feel for what's going on. I always copy and past the originals so I have stuff I can destroy and still have the original for reference.

        But for just making a variable change in battle it should be easy. I'd start with adding code to the script calling the visual effects (or just sound in some cases) for "Success" when striking (and Failure too if trying to hit, but missing, counts in your vision!).

        No need to over complicate such a simple task. Understanding the battle system is a LOT of effort, and not needed for what you are asking.
        Last edited by Rodak; 03-24-2011, 06:53 PM. Reason: speelinf eroorz

        MOO!




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          #5
          Re: battle script assistance

          I don't know about the specific scripts of RM2, but if there's a script which calculates the damage to an enemy, it might be a good idea to stick your variable change in there. (Just make sure you reset that variable to the "didn't attack" value right BEFORE the fight against this specific enemy.)


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            #6
            Re: battle script assistance

            Maybe I'm making this sound more complex than it really is... Here's the full plan as I see it: I want to make copies of all the pertinent battle scripts, insert this one variable, and apply those scripts to one single battle. Perhaps I will make the boss have 1HP in its initial form- If you leave it alone for x turns, the variable never increments and you get the "paladin" events after the fight. On the other hand, if you strike this 1HP variation of the boss, the variable increments and you are immediately forced into a new battle against the "full HP" version of the same boss- hopefully seamlessly- and, once you finish him off, you recieve the "dark knight" series of events afterward.

            I know that this means I need to modify a version of the "enemy death" script to remove the Player Victory messages in order to blend right into the next fight. I also know I need to stick the "Turn Counter" variable into the first script that is used at the beginning of each turn for the enemy. This way, each time it's the boss's turn, the variable goes up by 1 and you aren't stuck in battle indefinitely- when it reaches, say, 5, the fight ends.

            But I don't know what those scripts are or when they get called in, or even what calls them in for the battle flow. Can anybody tell me what scripts are used in what order during the battle flow?

            Sorry if I'm being a P.I.T.A. about this, guys. It's just frustrating that this is the only hangup on my project, and I get lost when I try to find stuff on my own in the Scripts/Events/Effects.
            Last edited by Angel_Hammer13; 03-28-2011, 03:16 PM.

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              #7
              Re: battle script assistance

              Originally posted by Angel_Hammer13 View Post
              Can anybody tell me what scripts are used in what order during the battle flow?
              No.

              Because it changes from battle to battle, and from action to action in any given battle.

              That's why I tried to do this via the actual abilities available at the time (can't be that many in the opening scenes, right?).

              Look at the direct and indirect effects to see what events (and therefore what scripts) are used for different abilities and you'll see what I mean.

              Wavelength's suggestion of using just the one that calculates damage is probably the simplest way to do what you want.

              MOO!




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                #8
                Re: battle script assistance

                All righty then. Time to go hunting. Thank you.

                Comment


                  #9
                  Re: battle script assistance

                  You could always use a variable to check if the Boss is at Full HP when the turn limit is done. Granted, if someone attacked, then healed the boss--they could still get the "didn't attack" script to happen, but who really does that in RPGs? ;p

                  Comment


                    #10
                    Re: battle script assistance

                    Originally posted by Mcardy View Post
                    You could always use a variable to check if the Boss is at Full HP when the turn limit is done. Granted, if someone attacked, then healed the boss--they could still get the "didn't attack" script to happen, but who really does that in RPGs? ;p
                    You know, the "attacked/ didn't attack" variable isn't the one giving me the most grief... It's the "turn counter". Somewhere, I need to get that in there so that you're not locked into an infinite battle until you kill the beast, thereby negating your choice between the ggod guy/bad guy paths. Is there a specific event or script that is used in the initiation of every battle, or at least every scripted battle? I think that's the one I need to find.

                    Comment


                      #11
                      Re: battle script assistance

                      Not that I know of, but as I said - the battle system is not a strong point of mine.

                      That's why I suggested adding variable increments to every available attack the player has at the start. There really can't be that many.

                      Then, when you do the check, just reset the variable - or change it however best suits your purposes.

                      It's longer and more involved, but does the same thing and it could be finished by now given how long you spent trying to make it work more elegantly!

                      MOO!




                      Comment


                        #12
                        Re: battle script assistance

                        Originally posted by Angel_Hammer13 View Post
                        I'm trying to build a situation specific battle script... I'm sure this can be done, given the depth of customization you get, but I don't know where to start.

                        What I want is a single battle where there is a variable in play so that if you choose to strike the enemy, the variable changes and you must finish the boss off to progress (this variable will affect the outcome of some post-battle events). However, should you choose to NOT attack the boss, the fight goes on for a few turns and then ends, leading to the variable not incrementing and, hence, a different outcome. Anybody who's ever played the Paladin/Mt. Ordeals fight in Final Fantasy 4 should recognize the concept. My main problem is that I don't know what battle scripts I should be messing with, copying or what not... If I knew the scripts I need to alter, I'm pretty sure I can do the rest. I need a vet to walk me through the battle script layout, if possible.

                        I hope that's not too big a request. Thanks, guys!
                        I don't understand exactly what it is you are trying to do, but from I can understand you are deffinitely going to have to use traits to accomplish this. You are getting into the most complex part of this game - and it's not easy to explain.

                        So my advice would be to create a trait for this specific monster and try adding the variables you are wanting from the trait script. That should give you a good starting place.

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