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    random battle help

    I'm writing this on my friends web tv, using a remote, man,not fun. I have to be short for sanity's sake. Currently I am using touch events like landmines to trigger my battles. but, this is unsatisfactory and lacks the overall elegance that I want. They work as pairs, each turning the other one on, so the same battle cant occur 2 times back to back. I had to make my fields kind of small, with the 20 event limit per field. is this what I'm stuck with?
    Then I read on one of these threads, talk of mini-games using a timer. I was pumped, I was going to use 6 to 8 auto battle events per field, setting them up via timer,or so I thought. The only time setting I find is for morning, noon, evening, and night. This is dung for what I am trying to do. Dung, I say. DId I misunderstand this talk of timed events? Anyone have a better scheme for a "random" battle system? Please, someone respond, as it's taken me nearly 45 mins to write this.
    I apologize for the scatogological nature of this post, it's hard to maintain my train of thought when it takes like 5 mins to compose a sentence.
    Last edited by KennyKen; 02-18-2006, 09:20 AM.

    #2
    Re: random battle help

    What you are doing is not really random battles.

    The idea has been knocked around before.

    I used this in my dungeons early on, but dropped it for all visually cued battles.

    The problem was that even by swapping the events back and forth, the battles were still in fixed locations.

    But to answer your question more directly...

    That is the timer of which they were speaking.

    RPGM3 is not meant for advanced work at all.

    Try 2!

    Then you can read my VFX Editor Guide!

    A remote, huh?

    You must really want an answer!

    Good job staying coherent.

    And that ain't dung! I made a Poop Mage character class for The Clean Underwear Quest!

    Now that's dung! In fact the character is a sheep named Dungdung.

    But I digress...

    Peace.

    MOO!




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      #3
      Re: random battle help

      You are right that in the event conditions only morning, noon, evening, and night can be set.

      But you can have an auto event set up in a field or dungeon that modifies the actual time of day.

      FOR EXAMPLE (I would recommend doing this just in dungeons though, for otherwise the sky will keep changing on you.)

      Auto Event 1(with no conditions)-
      set the time to 5:00
      switch to mode 2 (empty)

      Auto Event 2(condition-morning) - have the first battle
      set the time to 10:00
      switch to mode 2 (empty)

      Auto Event 3(condition-noon) - have the second battle
      set the time to 15:00
      switch to mode 2(empty)

      Auto Event 4(condition-evening) -have the third battle
      set the time to 5:00
      switch to mode 2(empty)

      Auto Event 5(condition-morning) - have the fourth battle
      set the time to 10:00
      switch to mode 2 (empty)
      ETC>
      [Each hour on the internal day clock of the game takes about 1 minute and 7 seconds of actual game play time.]
      Last edited by Pagerron; 02-18-2006, 12:07 PM.
      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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        #4
        Re: random battle help

        And people say that typing text in RPGM1 was terrible...
        "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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          #5
          Re: random battle help

          ty pagerron, your post gave me an idea. See, in my story,human sacrifices to pagan gods has opened a doorway for demonic activities. So, I made it so darkness has covered the land. Since, it will never be daytime, I made an auto event, setting each fields time to 1950. all battle events are set to night and are linked by variables to determine which auto event is initiated. its working rather well
          Now, lest anyone think my story cliched, its way more fleshed out and nuanced than it initially sounds. it deals with age old philosophical issues, like reconciling a loving God with the problem of human pain and suffering and God's allowance of evil in the world. It is highly influenced by the works of CS Lewis and AW Tozer. just thought I'd share that wit you for some reason.

          Rodak, when my game is finished on 3, I plan on moving to 2.

          I thank you all for your responses.
          God bless

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