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Ren's Asking Circle

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    Ren's Asking Circle

    Here I shall ask questions about RM2 and people may ask me questions about RM2.

    This will expand to RM1 or RM3 depending on which one I decide to purchase.

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    Question #1: How exactly can I make a charge-up move similar a Drive attack?

    Question #2: Could secret doors be hidden in a dungeon but still be findable? (This one's a stupid question)

    Question #3: Anybody got a script for better AI?
    "We march for Macragge, and we shall know no fear for we are fear incarnate." - Ultramarine Captain Proteus

    -

    Wanna know what I'm making? Click here!

    Also, take the time to feed Ren your soul by reading his fanfics.

    #2
    Re: Ren's Asking Circle

    #1 There are numerous ways to do it, just depends on how you want to do it. You could have a mash of one button to "charge" it up, or you could have a time event like they have in Legend of Dragoon.

    #2 Of course. You could easily make a puzzle that gives the player hints to a secret door...or you could just honestly hide it in your dungeon, but have some vague clues that there is something to search for. Yet again all depends on how YOU would want to do it.

    #3 That's a bit vague, do you mean an action game? Turn based? I need a bit more info to see what I can do.

    Comment


      #3
      Re: Ren's Asking Circle

      Originally posted by Drew View Post
      You could have a mash of one button to "charge" it up, or you could have a time event like they have in Legend of Dragoon.
      That first one sounds neat, but I was thinking more like a "I've taken a lot of damage so here's my last chance at beating you" Drive.

      Originally posted by Drew
      You could easily make a puzzle that gives the player hints to a secret door...or you could just honestly hide it in your dungeon, but have some vague clues that there is something to search for.
      Why didn't I think of that? Silly me. Thanks anyway, Drew.

      Originally posted by Drew
      That's a bit vague.
      Whoops, sorry! The Legend of Driz games are turn-based for the most part. I'd love to have an action-driven game but fail at scripting THAT in particular.

      I'd like the monsters in Driz to have a certain level of intelligence. To have them attack when your guard is down and guard when you raise your attack would make battles a little more interesting.
      "We march for Macragge, and we shall know no fear for we are fear incarnate." - Ultramarine Captain Proteus

      -

      Wanna know what I'm making? Click here!

      Also, take the time to feed Ren your soul by reading his fanfics.

      Comment


        #4
        Re: Ren's Asking Circle

        Originally posted by .:Renevine Warlord:. View Post

        I'd like the monsters in Driz to have a certain level of intelligence. To have them attack when your guard is down and guard when you raise your attack would make battles a little more interesting.
        For this you will have to design a trait for your enemy. I recommend studying the in-game traits to give yourself an idea of how they work, and go from there. I'll give you some pointers. When considering traits, think in terms of the instigator and the target.


        Battle: Check Who Goes First (Think of this as your monster looking at its first possible target)
        Script Branch: Repeat: Flag [Member Check]=Off (This ensures the script repeats until all possible targets are looked at)
        Script Branch: Condition: Flag [Instigator Side]=Off (This determines which side is being looked at. If it's OFF that means the member side is, if it's ON that means the enemy side is)

        "This is where you want to put the specific conditions you want your monster to look for"

        Battle: Check Who Goes Next (this makes your monster look at the next target if the first target he looked at failed to meet any of the conditions you set up above)
        Battle: Change Back Active Character (this basically sets up the script for a new instigator) You can also use the Battle: Make Active Character command to swap your script back and forth between the instigator and target as often as you need)

        And for a quick example: I'm going to assume your raise attack skill leaves an indirect effect of some kind on the member. So what you are going to want to do is use the Target Data: Condition Status command to check the target for when the indirect effect is present to make the monster guard. The script would look similar to this:

        Target Data: Condition Status: Confirm (attack up indirect effect)
        Script Branch: Condition: Flag [Indirect Effect= On]
        Data: Set Battle Action: Defend
        Script: Condition End

        I think that will make the enemy Guard when the target has the attack up indirect effect active if you put this in the area I highlighted above for where conditions need to be placed. If you want some more in depth advice about this just let me know. It's pretty complicated at first - but once you understand it you can pretty much make your battles work how ever you want. The hardest is part understanding how to construct the scripts themselves, and that's difficult for me to explain generally. But after you study the in-game trait scripts and familiarize yourself with the way they are written, we can get into more specifics if you like.
        Last edited by Jeremy; 04-03-2013, 03:53 AM.

        Comment


          #5
          Re: Ren's Asking Circle

          Thanks, Jer. This'll do wonder toward more intelligent monsters.

          I'll give it a whirl and see how it works out!
          "We march for Macragge, and we shall know no fear for we are fear incarnate." - Ultramarine Captain Proteus

          -

          Wanna know what I'm making? Click here!

          Also, take the time to feed Ren your soul by reading his fanfics.

          Comment


            #6
            Re: Ren's Asking Circle

            Quick Quessy

            How do you go about making treasure chests pop up randomly in dungeons?

            You see, I want my dungeons to have chests in them, but the dungeon works on a randomizer that cycles through the pieces to the dungeon. Having one set amount of chests would become boring.
            "We march for Macragge, and we shall know no fear for we are fear incarnate." - Ultramarine Captain Proteus

            -

            Wanna know what I'm making? Click here!

            Also, take the time to feed Ren your soul by reading his fanfics.

            Comment


              #7
              Re: Ren's Asking Circle

              Originally posted by .:Renevine Warlord:. View Post
              Quick Quessy

              How do you go about making treasure chests pop up randomly in dungeons?

              You see, I want my dungeons to have chests in them, but the dungeon works on a randomizer that cycles through the pieces to the dungeon. Having one set amount of chests would become boring.
              Create a two page event and make the chest graphic transparent on page 1 and set the motion to randomly move about the dungeon. Then on Page 2 have a solid graphic with your chest opening script and a starting condition attached, such as flag being turned on or something - that way when your character turns on the flag the invisible chest will stop moving and appear at a random location in your dungeon.

              If this technique doesn't do it for you let me know, and I'll show you how to save random locations to variables and then move the chest to those locations when entering a dungeon.
              Last edited by Jeremy; 04-05-2013, 03:54 AM.

              Comment

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