I was thinking earlier that it would be nice to have in my game, no random battles, but instead to have the monsters apear on-screen and if you run into them, a battle occurs. If I set it up so the monsters randomly walked around and a event code that had it so if you touched them a battle would issue between the party and the monster, then after you won(hopefully), a timer would activate and when the timer ended a new monster (same one) would "re-pop" and the mode would repeat. My question is simply, is this possible you think? I intend to try it soon but I wanted to see what everyone thought in advance. I think it would work but I'm not sure, I intend to try it in a few minutes so stay posted.
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Re: Re-spawning
First, there is not "timer" per se in the game, only the timer for the hours of the day (ie-morning, noon, evening, and night). I don't think you want only four random battles in one (24 hr) game day. Also, there is no 3D image of a monster that you can use outside of battle, so there is no way to let the player "see" the enemy before engaging. You could make narrow passages like I did with one dungeon in Series 1, and make it so the player has to touch an invisible event to continue through the dungeon, which in turn triggers a battle. That's about all you can do.
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Re: Re-spawning
Actually there is, it's more of a "wait" function though, it waits "x" amount of time before moving on to the next phase of the event.Originally posted by PerversionFirst, there is not "timer" per se in the game
Yeah this is what I was worried about, I'm still looking into some other possible ways to do this however.Originally posted by Perversionthere is no 3D image of a monster that you can use outside of battle, so there is no way to let the player "see" the enemy before engaging.
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Re: Re-spawning
I've used the "wait" command before, and unless you can figure out a different way to use it than I did, if you have it wait, say 15 seconds, you cannot make any movements or commands with your character until the timer runs out. You basically just stand there thinking the game froze on you...Originally posted by H2SO4Actually there is, it's more of a "wait" function though, it waits "x" amount of time before moving on to the next phase of the event.
EDIT:I'm always one step behind the janitor...Last edited by Perversion; 06-26-2006, 08:37 PM.
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Re: Re-spawning
lol well you're explanations are more detailed :-DOriginally posted by PerversionI've used the "wait" command before, and unless you can figure out a different way to use it than I did, if you have it wait, say 15 seconds, you cannot make any movements or commands with your character until the timer runs out. You basically just stand there thinking the game froze on you...
EDIT:I'm always one step behind the janitor...
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Re: Re-spawning
Originally posted by H2SO4Really? ah poo well forget my idea lol. I guess random battles are the only way :P
Like I said, you COULD make a narrow passage, and place an invisible event that triggers a battle when you touch it. Of course, this would not work on the field map...
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Re: Re-spawning
I got sick of the random battles in Series 1 even as I was playtesting it, so in Series 2, I'm making the conceit of the game to be based around "arena battles." That way I can opt out of random battles. One RPGM3 game with random battles is really all I feel I need to make. Anything more would be a bit redundant. As I've mentioned elsewhere, I might even try to make Series 3 a farming/dating sim using RPGM3 if that's even possible.
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