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Post by KuroShinnen on Nov 17, 2005 22:45:39 GMT -5
Have you ever played LOD? If not, the battle system is a square comes out from the screen and you must hit X in the time limit... I want something like that but just have it where you must hit X, O, triangle, or square in about a second... Then it attacks and then the combo will continue... I figure I need to add something to my current original battle system... so please help and I will add you to my game credits.
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Post by Rodak on Nov 18, 2005 4:10:19 GMT -5
A good starting point might be the "User Input: Buttons" command with a time limit.
I would need to experiment to find out how to properly implement it into the Default Battle System, but it should not be that hard.
I imagine it would go in the direct effect for the attacks in question.
Good luck with it.
Peace.
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Deleted
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Post by Deleted on Nov 18, 2005 8:45:17 GMT -5
The script in the 'Result' slot of the Direct Effect is what goes when an attack/etc. successfully hits the target, so that's where your script-work will go.
After that you need to think about your damage formulas. For instance, Legend of Dragoon's damage formula was (Instigator STR * Addition %) - Target DEF
From there you'll need to detailedly plan every ability/attack in your game that uses these. You'll have to figure out a good way to figure out the damage when the player fails (and by how much he fails). For example [Instigator STR * (Addition % / Number of Misses)] - Target DEF
From there you'll want to do this in your 'Result' slot script: Script: Condition: Flag 'Side' OFF (party member taking action) Call Script [Member Damage Formula] Condition End Script: Condition: Flag 'Side' ON (enemy taking action) Call Script [Enemy Damage Formula] Condition End Since you'll need a different formula for enemies of course.
Then, in the [Member Damage Formula] script you do this: Data: Load Direct Effect Info (find which direct effect is being used) Script: Sort: Variable 'Direct Effect' Apply If 34 (do button timing for this ability) To End Apply If 35 (do button timing for this ability) To End Apply If 36 (do button timing for this ability) To End etc... Branch End
Followed by the damage calculating, then lastly by the subtracting HP from target part. _____________________________
Work on that for a bit and see how far you get.
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Post by KuroShinnen on Nov 18, 2005 15:13:12 GMT -5
Ok, thanks guys, i'll try.
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Post by Deleted on Nov 18, 2005 20:23:29 GMT -5
For every Direct Effect, use its 'Rate' as the percent. RPGM2 will remember it for you that way.
Oh yeah, for the button pressing part...
Put this before the Script: Sort: Variable [Direct Effect]
Data: Variable [Number Misses] = 0
Then, the Input: Buttons: Wait XF (30F = second) will record which button the player hits within that time limit. Variable 'User Button' will hold this value for you. Note that the X and O values are opposite of what the help message says.
For example...
Input: Buttons: Wait30F Script: Condition: Variable [User Button] /= (number for X) Data: Variable [Number Misses] = [Number Misses] + 1 Condition End
will Add 1 to [Number Misses] if the player fails to hit X in the given amount of time.
You can then add Sound Effects to let the player know where he succeeds and/or fails, and of course a Text Box so he knows which button to hit. So, total it looks like this:
*Data: Variable: [Number Misses] = 0 Data: Load Direct Effect Info (find which direct effect is being used) Script: Sort: Variable 'Direct Effect' Apply If 34 *Text Box 'X' *Input: Buttons: Wait30F *Script: Condition: Variable [User Button] /= (number for X) *SFX: 'Deny' sound *Data: Variable [Number Misses] = [Number Misses] + 1 *Condition End *Close Text Box To End Apply If 35 (do button timing for this ability) To End Apply If 36 (do button timing for this ability) To End etc... Branch End
edit: Also, I'd say take into account that it takes about 3F for a Text Box to appear, so an extra 3 F of button pressing time might be good.
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Post by KuroShinnen on Nov 18, 2005 20:32:53 GMT -5
thanks... but how would you go about doing the battle formula? It's a little confusing since I don't experiment much on making battle systems.
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Post by Deleted on Nov 18, 2005 21:08:44 GMT -5
Oh, yes, basically:
Data: Flag: [Stat Type] On Battle: Substitute Target Attributes for Variable (default variables 'Strength', 'Intelligence', etc. will now contain caster's stats - use them however you wish) Battle: Make Active Character Battle: Substitute Target Attributes for Variable (default variables 'Strength', 'Intelligence', etc. will now contain target's stats - use them however you wish) (now use both the caster's and target's stats to figure out a [Damage Total])
For example, the basic formula of... Caster ATK - Target GRD = [Damage Total] would be...
Data: Flag: [Stat Type] On Battle: Substitute Target Attributes for Variable *Data: Variable: TempVariable6 = 'Attack' Battle: Make Active Character Battle: Substitute Target Attributes for Variable *Data: Variable: TempVariable7 = 'Guard' *Data: Variable: [Damage Total] = TempVariable6 - TempVariable7
And then you can make it however complex you want it to be. For example, adding this after that would result in Critical hits occuring 10% of the time and doing 1.4 times normal damage...
Data: Variable: TempVariable0 = 1 ? 100 Script: Condition: TempVariable0 >= 10 Message: 'Critical Hit!' Data: Variable: [Damage Total] = [Damage Total] * 140 Data: Variable: [Damage Total] = [Damage Total] / 100
The possibilities really are endless. ;D
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Post by KuroShinnen on Nov 19, 2005 16:08:24 GMT -5
I'm sorry for all the questions WilliamKirk, but do you need a direct effect for all single attacks...? like would you need one for the first attack timing and the next few? or just one for the whole battle for the person? I'm just confused on what to do with the direct effects.
And what would the enemy damage formula be?
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Post by Deleted on Nov 20, 2005 0:12:11 GMT -5
Well, Direct Effects are the technical side of Abilities, normal attacks, and defends, so every Ability, item, normal attack, and defend move would each need one Direct Effect. Sometimes you can reuse Direct Effects for very similar Abilities, but usually not. The big 'Result' slot script can be the same in every Direct Effect because it does different button combinations depending on what Direct Effect is being used. The other information the Direct Effects hold that's important is the (normally) Visual/Sound Effects, % chance of success, appearance in menu (Offense, Defense, Other), Rate (power of the Ability/normal attack/defend), and anything else (such as whether to consume an item, or to consume MP). The enemy damage formula can be anything you want, it just can't include the button timing (or would need a separate, fake button timing where the enemy succeeds or fails). And, don't worry about it. I got myself into this myself.
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