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New Guy
Mar 29, 2005 16:34:15 GMT -5
Post by Deleted on Mar 29, 2005 16:34:15 GMT -5
"I want to make a boss (a spellcaster) who dies very easily, once his guards are killed...but I'm not sure how to make it so that he can't be touched until his guards are dead. Hitou suggested that a custom indirect effect might work, so I'm going to play around with that, but if anyone knows of a better way let me know before I waste my time."
First, decide on the formulas. For example, he gets an extra DEF x 1.5 and INT x 1.5 until his guards are dead.
Make a new indirect effect that does that each turn (this is tougher than it sounds, make sure it's working right before moving on, DW's FAQ'll help a l o t).
In the indirect effects 'After Turn' slot make a script that will Remove this indirect effect if a certain variable is equal to #number-of-guards.
Make a script for all/each of the guards where that certain variable is equal to itself plus 1, and put it in their 'Enemy Death' slot.
Do you see how it works, sorta?
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New Guy
Mar 29, 2005 16:49:30 GMT -5
Post by The Final Rune on Mar 29, 2005 16:49:30 GMT -5
You could make two spellcasters. Start the battle with one with MAX HP (9999) and really good def stats 10-20 levels higher than the players.
Then, when each guard dies have it turn on a flag. Once both flags are on (both guards dead) have the system call a different enemy (the weak spellcaster) and have it remove the strong spellcaster.
You could hide the transition with some smoke and have the guy screaming, "No, my guards!" or something like that.
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New Guy
Mar 29, 2005 17:22:25 GMT -5
Post by Dungeon Warden on Mar 29, 2005 17:22:25 GMT -5
You can get a free evaluation copy of WinZip at WinZip.com. There are also several other free unzip programs around you can also use. I sent the file to Doan, but I don't know when he'll get around to putting it on his site. As for the waiting boss question, I don't think there is an easy way to do this. Mess around with some of the ideas posted here until you get something that works.
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New Guy
Mar 29, 2005 19:16:48 GMT -5
Post by Neo Samurai on Mar 29, 2005 19:16:48 GMT -5
Don't worry, Dark Knight. I'll experiment around and see what i can find. It sounds like a great idea, and I wouldn't want it to go to waste.
I was thinking, and perhaps Custom Indirect Effects may not be the solution. Maybe Traits. I'll look into it.
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New Guy
Mar 29, 2005 22:02:29 GMT -5
Post by Dark Knight Of Lodis on Mar 29, 2005 22:02:29 GMT -5
Thanks for all the feedback for those questions. I'm not sure but I think you answered my 'wait' one pretty well, I'll try it and see if it works.
As for the boss, it would be impossible to remove him as a target until the guards are dead? That's what I was hoping for, but from the sounds of it I might have to use something that is already posted. If no one has any ideas for that, I'll see what I can do with what's already up.
I have two more questions, too, that came up from one of my test players. Is it possible to add a compass to the game? I use n,w,e,s alot with both signs and people talking and it would be very helpful, now that the screen can swing around.
And what about the 'dead' status? I changed it so that it is 'dying' instead, so that it isn't weird when a character talks for a part, even if he's died. I was wondering where I could change the graphic, in case I find something better, as well.
Thanks to everyone who is looking into these things, and thanks in advance to whoever figures them out. ;D
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New Guy
Mar 29, 2005 22:18:41 GMT -5
Post by The Final Rune on Mar 29, 2005 22:18:41 GMT -5
The 'compass' could be made by creating an indirect effect that checks the party's direction every step.
Then make a compass graphic in the VFX editor and make 8 'arrows' for each polar direction (N, NE, E, etc.).
Make an sort SBC with and apply if to call each arrow direction depending on the direction of the party. Include it in your indirect effect script.
NASH can fill you in more on making indirects that check you steps, I've forgotten that part.
And voila you have a compass.
Wow I can't believe I know how to do this!
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New Guy
Mar 29, 2005 22:33:03 GMT -5
Post by Deleted on Mar 29, 2005 22:33:03 GMT -5
"As for the boss, it would be impossible to remove him as a target until the guards are dead? That's what I was hoping for, but from the sounds of it I might have to use something that is already posted. If no one has any ideas for that, I'll see what I can do with what's already up."
If this is what you want all you should do is have two battles right after each other (guards, then spell caster).
The map display that you can put on the screen (just one command, something like Screen>Display>Map) has an N on it and it turns with the camera and what not.
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New Guy
Mar 30, 2005 1:15:35 GMT -5
Post by vespuleth on Mar 30, 2005 1:15:35 GMT -5
DW, email your file to me and let me know when you have. ill get it put up.
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New Guy
Mar 30, 2005 11:11:24 GMT -5
Post by Dark Knight Of Lodis on Mar 30, 2005 11:11:24 GMT -5
Alright, thanks for the help with that, I think my compass question was thoroughly answered.
As for the guards, I'm thinking about splitting it up into two battles, since my idea of the boss being 'protected' while he can still attack doesn't seem to work. But, is it possible to make it so that it looks like he is still attacking with his magic even if he's outside of the battle? Like using text and turning off the movement of the enemy graphic to make it look like he is attacking from outside the battle, when script-wise it is actually one of the guards getting a second attack? This would allow the two guards to fight, while adding a third attack from the boss. I'm not exactly sure how the trait scripts work, so I'm not positive this will work, but if someone knows it will (and how to do it) that would be great.
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New Guy
Mar 30, 2005 12:21:54 GMT -5
Post by Deleted on Mar 30, 2005 12:21:54 GMT -5
It's possible to do the ''protected' while he can still attack', just it gets a little complicated. The method I said with the formulas is how you'd go about it (one way at least), but then you'd have to make an EVA stat that only effects evasion, and re-do the whole battle system to have magic capable of missing as well. It's just too much work for this one fight, so I'd say just do the two separate battles or have the guards and spell caster be in one battle (with or without the spellcaster's stats being boosted at the beginning). Your idea of using traits would work too. Traits are basically AI (what the computer-controlled characters will do), but I'm not sure if it'd work.
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New Guy
Mar 30, 2005 12:30:48 GMT -5
Post by NASH7777 on Mar 30, 2005 12:30:48 GMT -5
"NASH can fill you in more on making indirects that check you steps, I've forgotten that part."~Final Ruin
Yeah I can, but if you want to do on onscreen compass I suggest just using an action script with something like: SB Repeat ~If compassdirection=0 ~~apply together ~~Visual effect event compass ~~Visual effect event east ~~apply in order ~SB end (run script branch for every dir) Wait 30 SB end
It will keep cycling through this and update the compass every 30 frames, which should be the length of the compass effect. You could change it so that it updates every 10 or even 1 frame if ya wanted. It's up to you.
If you want to use a Indirect Effect for something else I stongly suggest it. It's a very powerful tool. You should check out my new VS Mode on my Zelda Game. I'll update the save probably by the end of the week. :-)
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New Guy
Mar 30, 2005 15:36:36 GMT -5
Post by Neo Samurai on Mar 30, 2005 15:36:36 GMT -5
Your idea to have the spellcaster attack outside of battle is a great idea. You could make a Custom Indirect effect for the guards that has the spellcaster attack. Here's how I'd do it. First, create a Flag called DisableMage. Then, in Turn Start in the Adv. tab of Indirect Effects, place a system event in it with this script: Mage Attack: SB/Condition/Flag/DisableMage=Off Data/Variable/Member Order= 0 ? 3 Member Info/Use Member Order Screen Display/Text/Message (whatever you want wizard to say) Data/Target/Attributes/HP - X (Whatever value you wish) (This is if you want a base amount of damage. If you want it to be alternating damage, just ask me, and I'll post another script for that) Data/Flag/DisableMage=On Condition End The condition and flag are so this action isn't repeated more than once (it would apply this for all the other soldiers, making the spellcaster attack more than once). Now, apply a system event to Turn End, also in the Adv. tab of Indirect Effects that switches that Flag Off. Now, next turn, the wizard will attack again. Hope that helps!
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New Guy
Mar 31, 2005 11:52:10 GMT -5
Post by Dark Knight Of Lodis on Mar 31, 2005 11:52:10 GMT -5
Haven't gotten a chance to try the compass or the mage attack out yet, but they look good to me. As for the mage attack, I would like somewhat random damage, as it is supposed to be the mage using his magic spell from outside of the battle. And I'd like to add an a vfx if that was possible.
Here's a question that drove my mind in circles for about an hour. lol. I'm trying to make an ability that takes 15 LP away from the user (Alicia) and heals 30 LP to an ally. I kept trying to put it into a script, and then looked at the direct effects boxes, and got lost. lol. How would you go about doing this?
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New Guy
Apr 1, 2005 13:07:26 GMT -5
Post by Neo Samurai on Apr 1, 2005 13:07:26 GMT -5
Not too hard. Here's what you do. This is what you should place in "Success Check": (Script): Load Direct Effect Info Data/Variable/TempVariable0= Direct Rate Battle/System/Target Attribute to Variable Data/Variable/TempVariable1= HP SB/Condition/Variable/HP < TempVariable1 Data/Flag/Instigator Success=Off Condition End SB/Condition/Variable/HP >= TempVariable1 Data/Flag/Instigator Success= On Condition End Battle/System/Make Active Character Data/Target/Status/Confirm (Death) SB/Condition/Flag/Indirect Effect = On Data/Flag/Instigator Success= Off Condition End Battle/System/Change Back to Active Character Next, create this for success: (Script) Battle/System/Target Attribute to Variable Data/Variable/HP= HP - TempVariable0 (This is the same variable we used to place the Direct Rate in earlier) Battle/System/Variable to Target Attribute Data/Variable/TempVariable1= TempVariable0 x 2 Battle/System/Make Active Character Battle/System/Target Attribute to Variable Data/Variable/HP= HP + TempVariable1 Battle/System/Variable to Target Attribute Battle/System/Change Back to Active Character ------------------------------------------------------------------------ This will probably work. In the last script I posted, you could place a message or something after all of those commands (That's why I placed the doubled value of the Direct Rate into TempVariable1). If you have any problems, just tell me.
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New Guy
Apr 1, 2005 20:39:49 GMT -5
Post by Dark Knight Of Lodis on Apr 1, 2005 20:39:49 GMT -5
Thanks, Hitou. I'll get right to it when I get the chance.
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Post by Dark Knight Of Lodis on Apr 3, 2005 1:14:24 GMT -5
I just got an idea, but wasn't sure if it was possible or not? A circle of light around the characters, or maybe not even near the characters (a torch on the wall?) that allows the characters to see near there but the rest is black (in darkness). Is this a possibility?
This could make for some great dungeons.
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New Guy
Apr 3, 2005 11:06:56 GMT -5
Post by NASH7777 on Apr 3, 2005 11:06:56 GMT -5
Yeah I wanted to know about this too. I made a dark room in my Zelda Game and when you were close to lamps your vision was better. But the farther you got the worse the light. But yeah I wish you could do something around the party...
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New Guy
Apr 3, 2005 13:42:23 GMT -5
Post by The Final Rune on Apr 3, 2005 13:42:23 GMT -5
I attempted this one myself, and the only good solution I found was using the VFX thats called sunray (I think) and making it so it goes from the center of the screen out with a small open gap in the middle. I'm sure that was as clear as mud, but its doable. Then once you get the VFX right make it an event that applies to the character by calling it as a content script from an action script. When you walk around the circle of visible area will surround your character. I'll try to figure out the settings for this and get back to you.
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New Guy
Apr 3, 2005 18:08:41 GMT -5
Post by Dungeon Warden on Apr 3, 2005 18:08:41 GMT -5
I did this once. I think the script is still in my Crown game. A used a VFX to create a glowing ball and then created a black walled dungeon to reflect the light. It looked pretty cool. I'll use in my my game at some point.
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New Guy
Apr 21, 2005 19:14:22 GMT -5
Post by Tinbok on Apr 21, 2005 19:14:22 GMT -5
Welcome DNoL! And to all the other new members here! I'm a little late but uh... Y'know... internet problems... Whatever.
Salutations, zalutations, and all other greetings to all new members!
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New Guy
Apr 21, 2005 20:28:02 GMT -5
Post by Dark Knight Of Lodis on Apr 21, 2005 20:28:02 GMT -5
Nice to meet you, Tinbok. Now, I have another person who can answer my ridiculously simple questions.
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