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Author Topic: Bearers of Unity  (Read 9280 times)

Offline Meiscool-2

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« Reply #30 on: March 14, 2006, 09:31:53 PM »
I like ABS games with multi heros, making AI that travels with you and sh!t is cool.
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Offline Muraiko

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« Reply #31 on: March 14, 2006, 11:04:05 PM »
Quote
Originally posted by Meiscool
I like ABS games with multi heros, making AI that travels with you and sh!t is cool.


Sorry, But I really don't know how to do that AI stuff. It does sound like somthing cool that I'd like, but of course I'm still learning things. If you could tell me, I'll be very thankful.

Dragonblaze, what you were talking about does sound alot like DBS and stuff. What I want my game to be is that you'll be able to walk around and when you meet an enemy, you have to like fight him, like, you have to press space bar to attack, so you just have to attack him like that. I dunno if it seems too easy just to press space bar all day whenever you fight someone, but, Those link games are like that. And they tough sometimes.
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Offline DragonBlaze

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« Reply #32 on: March 14, 2006, 11:22:05 PM »
 
Quote
Dragonblaze, what you were talking about does sound alot like DBS and stuff. What I want my game to be is that you'll be able to walk around and when you meet an enemy, you have to like fight him, like, you have to press space bar to attack, so you just have to attack him like that. I dunno if it seems too easy just to press space bar all day whenever you fight someone, but, Those link games are like that. And they tough sometimes.


Ah, I see. The same princable still applies to an ABS (legend of zelda style battle system). It'll be harder to add more characters fighting at a time, but it won't be much harder to add more characters to the game (as long as they're not all fighting at the same time).

So yeah, listen to meiscool says about them, he uses a battle system like that in his game PACT, and thus he's probably better than me and definately more experianced then me at making action style battle systems.
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Offline shadus

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« Reply #33 on: March 14, 2006, 11:36:23 PM »
Quote
Originally posted by Meiscool
quote:
Originally posted by shadus
Now remember young one,when it comes to games,DragonBlaze's
words are law!


*ahem*


Also remember that when it comes to scripting meiscool's word is law.And if you brake it you'll be thrown into prison and whiped every day till you fix it.
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Offline Muraiko

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« Reply #34 on: March 15, 2006, 08:55:39 PM »
Well, I'm not very sure if I do even like the idea of more people on the field fight at once, then it will be harder to figure out, who's in the party currently? And The other people will be on the field as AIs and help you fight. It would be kinda hard to figure out all that stuff, and to figure out all the people in your party that are to be AIs ( I don't know how to make the AI stuff anyway) and stuff. It would be much easier if I had it like that Dragon Ball Z 2 & 3 fighting system for the GBA, and like you switch who ever you train and stuff. And Raen, you were right about that whole more characters gives the player a bigger array of choosing who to train the most, who is going to be their favorite characters. So, I think maybe that there should be one character on your party at all times. When you meet a new person to join you, then that just means they are now avaliable to play as when you step into that character switching tile. But of course, comes the whole idea of training. I really want to know how to make it so it calculates how much damage you do and stuff. Judging by Raen's Screen shot of that one guy hitting the other, I was thinking may you may know how to do it Raen. Think maybe you can tell me?
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Offline Raen Ryong

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« Reply #35 on: March 16, 2006, 12:45:52 PM »
Well, the coding used for the duel system is very long... but simplified, it works like this:

Set your character's HP stat to a variable
Set your character's MP stat to a variable
Set your character's Attack stat to a variable
Set your character's Defence stat to a variable
Set the enemy's HP stat to a variable
Set the enemy's MP stat to a variable
Set the enemy's Attack stat to a variable
Set the enemy's Defence stat to a variable

The basic function for calculating damage is then;

(((2x character's attack) - (enemy defence + enemy defence booster)) * (hero attack booster)) *(damage multiplier)

Or in algebra;

((2a - b + c) + d) * e

a = character's attack
b = enemy defence
c = enemy defence booster
d = hero attack booster
e = damage multiplier

The enemy defence booster is a random value from 0% to another percentage depending on character.

The hero attack booster is a random value from 0% - 50%. These two add variation to the battle, and when the hero is defending he has a defence booster and the enemy an attack booster.

If the hero's chosen attack is either super-effective or not very effective, the damage multiplier will change accordingly.

Set this value to a variable.

Then, the fork conditions that ensure that the damage is moderated...

Fork Optn VAR [0001:Damage Dealt (result of the damage calculation)] LESS THAN 0
<> Set variable [0001], 0

Fork Optn VAR [0001:Damage Dealt] MORE THAN 9999
<> Set variable [0001], 9999

This prevents the damage going negative and healing the opponent.

Looks complicated, I know... however, it's actually fairly simple when you get the hang of things. You'll be using labels quite a lot I'd imagine, so make sure you know how to use this very useful function... but don't misuse them. It causes lag like nothing else

... Umm, ask some more if that made no sense...
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Raen Ryong...
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Hoard and covet not, but be brave and free. Quest always after knowledge and slowly learn to know what science cannot see. Seek and strive for learning, be temperate and wise, for skill and wisdom only will help us to survive.

Offline Muraiko

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« Reply #36 on: March 17, 2006, 11:33:31 AM »
I think I understandstand most of it, but could you please tell me what the exact coding for it would be though? I REALLY want to make sure that I do it right.
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Offline Raen Ryong

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« Reply #37 on: March 19, 2006, 11:06:15 PM »
Sorry for taking so long, but I've been doing some intensive work on my RPG this weekend (coding wise)... I honestly don't want to type out all of the coding lol... it would take me hours on end. Plus, I don't want people making copies of my exact coding, but I will show you how to calculate damage based on your Attack etc.

((2a - b + c) + d) * e

a = character's attack
b = enemy defence
c = enemy defence booster
d = hero attack booster
e = damage multiplier


It may help to look back at that every now and again... a lot of what I'm going to say is the same as in my last post. Ah well.

Before Battle

Set your character's HP stat to a variable
Set your character's MP stat to a variable
Set your character's Attack stat to a variable
Set your character's Defence stat to a variable
Set the enemy's HP stat to a variable
Set the enemy's MP stat to a variable
Set the enemy's Attack stat to a variable
Set the enemy's Defence stat to a variable

If you're going to use Mind and Agility as well, go ahead and set that to a variable as well. My system doesn't use either, however, so I'm not going to go into them... Mind would be used similarly to Attack anyway, and Agility would be simple to use too, so don't worry!

I'm only doing this for one...

You can adapt this for many different attacks. I'm just going to cover a simple "Attack" command.

And so it begins...

This bit of coding is VERY important...

Fork Optn: Varbl [0001:Hero HP]-0 less than
 <>Change variable [0001:Hero HP], set 0

:END Case
Fork Optn: Varbl [0002:Enemy HP]-0 less than
 <>Change variable [0002:Enemy HP], set 0

:END Case
Fork Optn: Varbl [0001:Hero HP]-0
 <> Game Over (or whatever)

:END Case
Fork Optn: Varbl [0002:Enemy HP]-0
 <> Win Battle (or whatever)

Those forks are essential so that HP does not drop below 0 and the system does not read it. Of course, you can simply remove those two forks and make the 3rd and 4th fork read "0 less than", but this makes it tidier and more flexible (for example if you wanted a battle to end when the enemy had 300HP left, for instance).

The attack and defence mods...

These add variance to the battle system. They should be inserted before you attack.

Change Variable [0003 Attack Mod Hero], Set random 0-100
Change Variable [0004 Attack Mod Enemy], Set random 0-100
Change Variable [0005 Defence Mod Hero], Set random 0-100
Change Variable [0006 Defence Mod Enemy], Set random 0-100

These will be referred to later on.

This is where it might get a bit hard to understand...

This bit looks painful. I hope you know your variables...

Change Variable [0007 Attack Strength Hero], Set Var [0008:Hero Attack Stat]
Change Variable [0007 Attack Strength Hero], + [0008:Hero Attack Stat]

Thereby fulfilling the 2a part of the expression at the top.

Change Variable [0009 Attack Strength Enemy], Set Var [0010 Enemy Attack Stat]
Change Variable [0009 Attack Strength Enemy], + [0010 Enemy Attack Stat]

This is so the enemy also gets their attack power.

Here come the mods we did earlier...

Change Variable [0011 Hero Modding], Set Var [0007 Attack Strength Hero]
Change Variable [0011 Hero Modding], * [0003 Attack Mod Hero]
Change Variable [0011 Hero Modding], / 100
Change Variable [0007 Attack Strength Hero] + [0011 Hero Modding]

Do you see what's going on?

The "Modding" Variable is used as an external variable to perform calculations on an existing one.

Basically, this is what happens mathematically;

ab/100

a = attack strength
b = attack mod for the hero

Or if this is still making little sense...

a * b/100

b is somewhere between the values 0 - 100 (101 possibilities).

Upper Bound: if b is 100, = a * 100 / 100 = a * 1
Lower Bound: if b is 0, = a * 0 / 100 = 0

Remember this variable is then added to the main attack strength variable... think about it. If you get the upper bound, it is like having your attack strength doubled (an extra x1 added to it), but if you get lower bound, it is just your attack strength (0 added to it)... make sense? Read this bit until it does... it is essential to know...

This fulfills the + d part of the expression at the top.

Well, do it for your enemy as well...

Change Variable [0012 Enemy Modding], Set Var [0009 Attack Strength Enemy]
Change Variable [0012 Enemy Modding], * [0004 Attack Mod Enemy]
Change Variable [0012 Enemy Modding], / 100
Change Variable [0009 Attack Strength Enemy] + [0012 Enemy Modding]

Okay then, near the final bit now -- calculating defence! This is very similar to attack. Just repeat the previous steps, substituting;

"Attack Strengths"
for
"Defence Strengths"

and

"Attack Mods"
for
"Defence Mods"

Okay? Now... the final step;

Change Variable [0007 Attack Strength Hero] - [0014 Defence Strength Enemy]

Change Variable [0009 Attack Strength Enemy] - [0013 Defence Strength Hero]

Fork Optn: Varbl [0007 Attack Strength Hero] 0 less than
 <>Change Variable [0007 Attack Strength Hero], set 0

:END Case

Fork Optn: Varbl [0009 Attack Strength Enemy] 0 less than
 <>Change Variable [0009 Attack Strength Enemy], set 0

:END Case

Those two forks are simply used so the damage does not go negative, thereby healing the opponent. Leave them out if you want that effect to occur.

The last bit... I promise.

Now, all you need to do is include a message/picture or whatever displaying damage dealt. I'm currently using a message, so;

Show Message: V[0007] Damage Dealt! V[0009] Damage Dealt!

Customise the message to your will. Last step:

Change Variable [0015: Hero HP] - [0009: Enemy Attack Strength]
Change Variable [0016: Enemy HP] - [0007: Hero Attack Strength]

Then loop that. That's a VERY basic bit of my coding, done mainly from memory so there may be a few... loopholes. Meh, this took far too long... hope it helps though! Remember: maths is really useful in Rm2k3. No, really. For instance, if you want a damage multiplier of 1.5, how do you get that? You can't multiply a variable by 1.5... instead, multiply by 3 then divide by 2 (3/2 = 1.5)... anyways, good luck!
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Raen Ryong...
Skyrunner of Dragonia...
Guardian of all worlds...

Hoard and covet not, but be brave and free. Quest always after knowledge and slowly learn to know what science cannot see. Seek and strive for learning, be temperate and wise, for skill and wisdom only will help us to survive.

Offline Muraiko

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« Reply #38 on: March 21, 2006, 11:44:12 AM »
Wow, this is exactly the stuff that I was looking for! I can just tell that It's going to be hard, but at least I do know how to do it. Thanks alot.
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Offline Raen Ryong

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« Reply #39 on: March 21, 2006, 10:13:45 PM »
No probs :D

Now here's something... has anyone played the Laxius Power series? You can't open the game in RPG Maker... any idea how he does that? I could do with that :hi:
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Raen Ryong...
Skyrunner of Dragonia...
Guardian of all worlds...

Hoard and covet not, but be brave and free. Quest always after knowledge and slowly learn to know what science cannot see. Seek and strive for learning, be temperate and wise, for skill and wisdom only will help us to survive.

Offline DragonBlaze

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« Reply #40 on: March 21, 2006, 10:28:21 PM »
I have a program called rm2k general utility that can allow you to do that with your projects. Though that may only work with rm2k games.
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Offline Ruler of the Dark

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« Reply #41 on: March 21, 2006, 11:28:26 PM »
Quote
Originally posted by Raen Ryong
No probs :D

Now here's something... has anyone played the Laxius Power series? You can't open the game in RPG Maker... any idea how he does that? I could do with that :hi:


Why?

Why close off the workings of the game to your players?
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Offline Raen Ryong

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« Reply #42 on: March 22, 2006, 12:05:55 PM »
I happen to know that many people go and edit Monster stats just to breeze through the game, for instance... I don't like putting in lots of time moderating monsters and bosses if people are just going to edit them.

Besides, I want secrets to be far more secret among other things... it's far more challenging finding a subquest or whatever if you don't look in the game's coding for the relevant switch, then F9 it  :p

It's also to disable the Test Play...

DB, where'd you get that program? I could experiment with it... it could work. I mean, the RPG_RT functions very similarly between Rm2k and Rm2k3, and I'm assuming that is the file that would control it.
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Raen Ryong...
Skyrunner of Dragonia...
Guardian of all worlds...

Hoard and covet not, but be brave and free. Quest always after knowledge and slowly learn to know what science cannot see. Seek and strive for learning, be temperate and wise, for skill and wisdom only will help us to survive.

Offline shadus

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« Reply #43 on: March 23, 2006, 01:27:21 AM »
Quote
And besides, maybe some people might be amazed on a certain event or somthing, and might want to check it out to learn how to do it. Like for instance, I might be amazed when if play sombody's demo that has ABS (But I never found one strangly) And I might want to check the coding, so I can learn how to advance my starter off ABS. It would be much better than annoying you guys with questions about it, right?


Now I have to do this to my or all my custom stuff will be stolen.
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Offline DragonBlaze

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« Reply #44 on: March 23, 2006, 01:30:12 AM »
Quote
Originally posted by Raen Ryong
DB, where'd you get that program? I could experiment with it... it could work. I mean, the RPG_RT functions very similarly between Rm2k and Rm2k3, and I'm assuming that is the file that would control it.


I don't remember exactly, search for rm2k utilities in google and something should pop up.


Theres nothing wrong with locking your projects. The thing about making a game is that you make the game, its your idea, its your story, and you make the game how its meant to be made. If people are playing through your game and cheat or whatnot, the player isn't seeing the game how you meant it to be seen. Locking the project ensures that it'll only be seen how its meant to be seen.

Plus there are people who dig through projects and pull out the resources they like and use them in their own game without giving any credit, locking a project will also prevent that.

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