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making a tactic/custom battle

 
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Tue Jun 10, 2008 3:12 pm    Post subject: making a tactic/custom battle Reply with quote

Hokay. im trying to make a really good tactic battle system where players can move, and depending on there motion, theyll be in range of certain attacks/ in range to preform certain attacks. i know this has been done before, but rarely i beleave. if anyone knows how i should even go about this and wouldnt mind educating me itll be quite thankful. unfortiantly i cant give out much info on the game itself, as it a (sorta) secret project.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Jun 11, 2008 7:53 am    Post subject: Reply with quote

How familiar are you with plotscripting? At the very least, you will need to be comfortable with:

calculating distances between heroes and NPCs (using commands like "NPC X()", "Hero X()", and some mathematics)

flow control using "if()" statements, and most likely "while()" loops as well

altering wallmaps with commands like "write pass block ()"

keypress scripts

lots of math involving how you want damage to be calculated - remember, all of what the battle engine does you will have to do with scripts now, meaning lots of variable use and using autonumber scripts as functions, most likely
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Wed Jun 11, 2008 10:30 am    Post subject: Reply with quote

i am farmiliar with keypresses, some if, thens, and npc/hero x

would i be able to use hero stats to acount for some variables so, for example, if theyre attack is 10, they hit attack dammage + 10?
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Jun 12, 2008 5:49 am    Post subject: Reply with quote

Yes, you can read and write hero stats with 'Plot:Get hero stat'. eg. "damage := getherostat(hero, stat:attack) + 10"
You can also use attacks out of battle with plotscripting, but that might be a worse approach to take.

But wait, I don't really know what you want, but I'll warn you that it's probably a pretty hard task.
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Newbie_Power




Joined: 04 Sep 2006
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PostPosted: Thu Jun 12, 2008 7:32 am    Post subject: Reply with quote

Would it be a good idea to use a bunch of reserve heroes with stats and coincide those stats not just with heroes, but NPCs that may be other friendly units, or NPCs that are enemies?
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SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
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PostPosted: Fri Jun 13, 2008 11:48 am    Post subject: Reply with quote

is there any chance anyone would have the script of another custom battle? id really like to see how worthy did his.
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TMC
On the Verge of Insanity




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PostPosted: Fri Jun 13, 2008 6:51 pm    Post subject: Reply with quote

I thought Worthy included the scripts with all his games?

One tactical game that I can think of with included scripts is Sephy's Experimental Tactics Engine 003

The scripts look pretty dense though.

Edit: Here: 'Games with unique battle systems'
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




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PostPosted: Wed Jun 25, 2008 11:03 am    Post subject: Reply with quote

okay, i looked at the scripts and im still rather confused. i want to make a game kinda like sephyroths where movement determands if attacks will hit or miss. how should i even begin???
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
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PostPosted: Sun Jun 29, 2008 1:35 pm    Post subject: Reply with quote

im on a kinda time limit so if someone could help me soon...

if anyone has some free time and an IM mayby i could message them about what im trying to do?
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Sun Jun 29, 2008 4:21 pm    Post subject: Reply with quote

If you're asking these kinds of questions, then you will not be able to do this sort of thing.
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msw188




Joined: 02 Jul 2003
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PostPosted: Tue Jul 01, 2008 9:56 am    Post subject: Reply with quote

I hate to sound negative, but I think Moogle1 is right. A scripting system like this would take a long time even for a fluent scripter to put together, and would need a lot of find tuning throughout. When I say a long time, I mean like weeks. If you do not already have a good handle on messing with variables, both local and global, and making scripts to act as functions, we are looking at an even longer period of time most likely. If you are on a deadline (?), then it's quite simply not going to work.

However, if you have more time and really want to put this together, here are some questions that the script will need to have the answer to:

1.How many characters will the player control at once?
2.How many enemies will the player fight at once (roughly)?
3.How should turn ordering be decided?
4.Do different attacks require different distances?
5.Do enemies move at all?
6.Do enemies move intelligently?
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My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161

This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com
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