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    Please help!

    I am working on a first person game in Rpg Maker 2 and I really could use some help.
    1. The first thing is I want to make a heath bar that decreases when hit.
    2. I need a working MP bar that decreases when the player uses magic.
    3. Now finally I need help making enemy AI and a real time battle system similar to Oblivion or Fallout 3.

    Please help!

    Now that I have the enemy AI I could still use help with having the enemy follow the character, and having it know that the player is in its range of attack and its range of sight , also I forgott to mention that I need character AI so they attack the enemy, making sure that when the player shoots at the enemy it only does damage to the enemy when its in the range of fire and vise versa, I need to know (if possible) how to make how much accuracy the players gun has so the player does not make every shot that would be to easy, and finally making sure that the when the player attacks the enemy they do not do damage unless the player is facing the enemy.
    Last edited by H2H; 06-28-2009, 06:18 PM. Reason: Needed to add something

    #2
    Re: Please help!

    Originally posted by H2H View Post
    I am working on a first person game in Rpg Maker 2 and I really could use some help.
    1. The first thing is I want to make a heath bar that decreases when hit.
    2. I need a working MP bar that decreases when the player uses magic.
    3. Now finally I need help making enemy AI and a CBS similar to Oblivion or Fallout 3.

    Please help!
    I'm not sure how to make a health or mana bar, but when it comes to making enemy AI i know a little. You will need to use traits and put them on your enemies.

    The in game traits are a good place to start for understanding them, but it's pretty complicated, especially at first. But i'll try to help.

    First off, writing enemy AI is a lot like writing normal scripts. You basically just create different "conditions" that determine what the monster does. If you played Final fantasy 12, it's simliar to the system it had.

    Ok first you will need to set up a starting condition that checks the monster before he actually begins. For example, let's say you are wanting a monster to cast a spell that uses 12 MP - and you want to make sure the monster has 12 MP before he cast that spell.



    Substitute Target Attribute for Variable
    Script Branch: Condition: Variable [Magic Points] >= +12
    Battle: Check who Goes First
    Script Branch: Repeat: Flag [Member Check] Off
    Script branch: Condition: Flag [Instigator Side] Off
    Target Data: Action Status Confirm [Death]
    Script Branch: Condition: Flag [Indirect Effect] Off

    Ok let's stop right here for now and i'll explain what you just wrote

    Substitute Target Attribute for Variable
    Script Branch: Condition: Variable [Magic Points] >= +12

    This is what is checking your monster to see if he has greater than or equal to 12 MP.

    Battle: Check who Goes First
    Script Branch: Repeat: Flag [Member Check] Off
    Script Branch: Condition: Flag {Instigator Side] Off

    Ok what this does is make the monster begin to check the party members in battle. In other words this is your monster preparing to cast his spell and looking at what he wants to attack. Any conditions you place after this will pertain to your actual party members, not the monsters.

    Target Data: Action Status Confirm [Death]
    Script Branch: Condition: Flag [Indirect Effect] Off

    This makes sure the party member that your monster is going to attack is actually still alive, because you don't want your monster wasting his magic on a dead player.

    Now you can put in the spell you want your monster to use since we know the monster has 12 MP and has found a player who is still alive:

    Data: Set battle Action (Use Magic)
    Data: Variable: [Action:Enemy]=[Insti Member]
    Data: Substitute Database Number for Variable

    This will use which ever spell you select.

    Script: Condition End
    Script: Condition End
    Battle: Check Who Goes Next

    Putting the Battle: Check Who Goes Next command here will cause the monster to keep checking the party until he finds a member that fufills the above conditions - which in this case is simply being alive.

    Script: Branch End
    Script: Condition End
    Battle: Change Back Active Character

    This basically ends the monster's turn, as all conditions have been checked and the monster's turn is over.

    This is a very simple trait, but hopefully it will give you a basic understanding.

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      #3
      Re: Please help!

      Awsome thanks for the help I tried it out and it works!

      Comment


        #4
        Re: Please help!


        That should answer your question for bars, thats showing your bars constantly displaying. Check out this video to make increments easily:

        To make it so your enemies HP decreases and increases and shows on screen is a whole little bit more work, but im sure you can figure it out. Good Luck.
        Last edited by Drew; 06-28-2009, 08:05 PM.

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          #5
          Re: Please help!

          I must say this is very impressive. Again, sometimes I marvel at the things you can do with it once you get around the learning curve.
          ------------
          Guan Yu: "Is your lord Cao Cao still alive?"

          Xiahou Dun: "He says he can't die until you do!"
          ------------

          Comment


            #6
            Re: Please help!

            Originally posted by Dallas Alvis View Post
            I must say this is very impressive. Again, sometimes I marvel at the things you can do with it once you get around the learning curve.
            Not meaning to steal the thread, but do you mean my videos? If so they are somewhat old haha. But H2H if you need help with a HP bar display formula just ask and ill be glad to help.

            Comment


              #7
              Re: Please help!

              If by Hp bar display formula you mean showing how much HP the player has left in numbers and or a VFX heath bar display then yes and thanks alot for the help!
              Last edited by H2H; 06-29-2009, 09:52 AM.

              Comment


                #8
                Re: Please help!

                http://doansdomain.proboards.com/ind...73&page=3#2208 Follow that thread and it should pretty much explain itself.

                Comment


                  #9
                  Re: Please help!

                  Ok thanks for the help but this might be to much for me to handle right now i'll go and learn more about variables and scritpting for Rpg Maker 2 then come back.
                  Last edited by H2H; 06-29-2009, 05:18 PM.

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