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Re: Adding some "strategy" to my battles.
I think end event is for decision branch loops. If you made a loop where you change a variable from 1-5, you'd do something like if variable = 5 then end event. Like a for-do loop in most programming languages would.
Re: Adding some "strategy" to my battles.
Heh, never really messed around with auto events...didnt know it was going to be so hard to figure a way to stop an event from looping.
Originally posted by Omnislash024
Ok, try this. Not sure if it will work though.
You need an auto event to modify the MP to go to 0. Give the auto event a condition to go off, and then make the condition a Treasure condition. The auto event should do the following, one it should set everyone's MP to 0 and two should make you lose the treasure. (This is so the auto event won't loop, without modifying it's mode.) Also you might want to put an END EVENT just to be on the safe side (though I never saw a point to "End event"). OK, now for every monster group that you set as random battle, make sure they drop that treasure and make sure it's set to "Always".
The way that I'm thinking, this is what will happen: You fight a random battle, obtain the treasure, auto event goes off, put's your MP to 0, takes the treasure item, and then doesn't go off again because you don't have the item anymore. This is just me being hypothetical though, I'm not sure if it will actually work, but I do know your gonna need auto events and a way to keep them from forming loops.
Well, I havent tried it out completly yet. If it does work, the only problem is the item will be shown as recieved after the battle is won.
The reason why it may not work, though, is the item causes the event to start. Even if you loose the item, the event is still active and may continue to loop.
A simple remedy of this is adding a modify mode to mode 2, and on mode 2, modify mode it back to mode 1. That way, the event will be posistioned at mode 1, and not activate.
But hey, I may be wrong, it may work on its own anyway
Current Project: Writing the story for my next game. That is all.
Re: Adding some "strategy" to my battles.
Originally posted by Omnislash024
Lemme know Dyne.
It works. The event does not loop if you take away the item, and the MP is reset to 0. There is about a second lag after a random battle (while the event is taking place), but that is no biggie.
Current Project: Writing the story for my next game. That is all.
Re: Adding some "strategy" to my battles.
What do you guys think of this idea for adding strategy to my battles.
You have a party of three magic users with different specialites, one does damage spells, one does healing/recovery spells, and one does stat changing spells. Each dungeon is based around an element and you're able to have one of your party members infused with the element when they enter the dungeon. Being infused gives them much better/more powerful versions of their spells. So when you enter a dungeon you have to decide whether you want to focus on damage spells leaving yourself vulnerable to status ailments, focus on recovery but sacrifice damage, or choose stat spells which puts you in sort of a middle ground between the other two.
Does that make sense? Does it sound like it would be interesting?
Re: Adding some "strategy" to my battles.
and does it sound like it would tax the RPGM3 engine ? How would you be able to imbue a character to work differently in each dungeon without altering some stat or replacing with a "copy"?
Re: Adding some "strategy" to my battles.
Actually I was planning to just create the classes for each character with all the skills, neutral and for each element. Then when you enter a dungeon and choose which character to infuse they forget the neutral skills and learn the ones for that element and when you leave the dungeon they switch back.
Re: Adding some "strategy" to my battles.
It sounds very much so possible. I did something similar to that in rpgm2 (learning and losing 'Abilities') to simulate something else. It doesn't sound as though you've thought it out much though. Could you try explaining it again?
Re: Adding some "strategy" to my battles.
Originally posted by Draygone
But I'm not sure how MP recovery goes with this game (I know in RPGM1 it was 10% of the max),
I have actually tested it out and it seems that the total max recovery is 5%. I like that number; small recovery means less chance of using high powerful skills.
Current Project: Writing the story for my next game. That is all.
Re: Adding some "strategy" to my battles.
More power! More power! Must gain more power or.... Damn, not again! I didn't gain enough MP and died. Oh, well at least I saved a bunch of money on my car insurance. BTW does anyone know if there is a way to have for party loses MP during battle after each attack? In my game Nomed Legna I wanted to do something like that. With the limitations of RPGM3 I'm pretty sure you can't, but doesn't kill to ask. BANG!!!
(dies again)
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