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Post by Aaron on Jul 1, 2005 17:12:31 GMT -5
I am making a new CBS and I have ran into a problem....
I am trying to emulate the way the DBS throws the party into battles(totally random, no enemy graphics running around on the field).
I have two events:
The first Event is runnning an action script that determines when the party gets thrown into battle (by turning on a flag when a variable condition is met.) I have been checking it and it is turning the flag on.
The second is where my problem is, but I don't know what I am overlooking.
The second Event is running an auto-content script that sets the escape, calls enemy stats, applies the screen wipe, and teleports the party into battle as soon as the flag mentioned (in the action script) above is flipped on.
The problem is that the auto event is not working. I have tried damn near everything I can think of to get it to work, but it just doesn't.
I am not familiar with Start Condition scripts, so could one of those be used to start the Auto event? Any help would be great.
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Post by Rodak on Jul 1, 2005 18:25:25 GMT -5
This is a waste of bandwidth, but I can tell you how I tried to approximate something similar and maybe it will help.
I was using the default battle system and set a few events without a model (or with a "fog" visual effect) wandering far and fast. They were set to activate upon equal and call an event battle whose content script called a random enemy unit from a list of many.
The end of the script caused it to move a few steps in several different directions (bypassing members) so they don't just get right back into battle.
This gave the possibility of getting into a random battle just standing still!
I forget why I gave up. So take that for what it's worth.
Now someone else can post something that makes sense.
Peace.
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Deleted
Deleted Member
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Post by Deleted on Jul 1, 2005 20:08:43 GMT -5
Me - "I have a Custom Indirect Effect on all of my party members that runs a script/event (same script/event for all) every step the player takes to resize their proportions. Couldn't I just make a variable, add to it every step, and make a script that sorts based on that variable and sorts based on the Map Number, and calls a script that randomizes and enters the player into a battle? I think by doing that you could maybe do the Legend of Dragoon type thing. Even without running the battling manually you could still change a VFX display on the party leader (or 2d effect somewhere on the screen) for the different colors."
I've done that with the color icon for different chances of battles, but the part mentioned before I haven't: but it should work for running battles manually:
Make a 'Custom' Indirect Effect and put it on every party member in their Adv>Traits>Custom slot: Priority = 999, Length = 0 for all options, Type = Custom, Usable = Both, put script/event from next step in the 'Per Step' slot (for taking a step outside of battle).
For the script/event do something like this:
Load Game Info Script Branch: Sort: var86 'Map Number' Apply If 9 Apply If 10 Apply if 11 Apply If 12 (first dungeon for example, the 'World Organization' numbers of your dungeons) Call Script: [1st dungeon Battles] To End ... Script Branch: End
Then do something like this for the 1st dungeon battles script:
Data: variable: [Random Battle] = [Random Battle] + 2 Data: variable: tempvariablex = 1 ? 50 Script: Condition: [Random Battle] <= tempvariablex (randomize a variable and throw them into battle with an enemy set of the 1st dungeon) Condition End
I think that should work fine.
Looking at the problem you're having, I think it's because event conditions (such as the flag being on) only get checked when a content script ends. With the set-up you have in mind doing what I said with a blank content script (instead of the one with all the mumbo-jumbo I posted) should take care of the problem. Good luck!
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Post by Aaron on Jul 2, 2005 16:39:35 GMT -5
Thanks to both of you for attempting to help me.
I actually got the indirect effect idea earlier today while I was weed-eating around my house, but I didn't know how to do it (I'm not too familiar Direct and Indirect effects yet), so I really appreciate this. I'm sure I'll be back sometime soon with problems about other things before I'm finished. Thanks again guys.
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Post by Dungeon Warden on Jul 2, 2005 17:27:05 GMT -5
You can read all about Direct and Indirect effects in my FAQ (you can find it at the pavilion or here.) Yeah, you can't trigger a page change just by switching a flag. The indirect effect status condition is the best way to do something like this.
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Post by Aaron on Jul 4, 2005 11:53:04 GMT -5
I went ahead and made the Indirect effect and plugged in my "Battle Setup" script that was originally used to start after the action script met the right conditions, changed it a little, and tried it out. It works perfectly now. Thanks everyone.
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