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Author Topic: Beating the crap out of your former teammates  (Read 3788 times)

Offline BeerTent

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Beating the crap out of your former teammates
« on: March 26, 2006, 05:56:45 PM »
I'm sorry and all that I'm really not a general part of the community, chatting it up and all, but my real intrests are Steam games, FPS and the like. Not really RPG's, so if you really think i'm here to randomly leech help, bear in mind that this is the only place I really know where people are this helpful on this subject. I just wanted to get that through first. Apologies if I kinda got off on the wrong foot.

Okay. Now with that said, the way my game is built, there will be two endings. The main character can become good, or corrupt with power. With your teammates the only ones there when you become corrupt with power, its not a good thing, the new evil maniac has to be killed somehow, right?

Characters don't level up, the player uses seeds on them to make them stronger, so, how do I set variables up so that when you fight your teammates, they are as strong as you left them. Ryan has 700 HP, and 85 strength in one game, but how can I make it so the monster will remain the same as the character, if, say Ryan has 750 HP and 50 strength? Its a bit difficult to explain... If you dont understand, do ask. Thank you very much in advance.
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Offline WarxePB

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« Reply #1 on: March 26, 2006, 06:02:52 PM »
Unfotunately, there's no way to do that in the default battle system.

EDIT: Well, you could create a condition that causes a hero to attack their allies, then just use that on the other three heroes.
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Offline Archem

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« Reply #2 on: March 26, 2006, 06:53:07 PM »
Or you could just make a conditional branch based on your character's level to decide a group of enemies to encounter.
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Offline Spike21

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« Reply #3 on: March 26, 2006, 07:07:48 PM »
or you could make a monster of every possible characteristic and make varibles each time you use the lite seed thingies but that would take for ever
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Offline MrMister

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« Reply #4 on: March 26, 2006, 07:35:45 PM »
I thought of something for HP and MP. Say the max HP is 999. So if Ryan's HP is 744, have a monster for Ryan with 999 HP. Make one variable 999, and take away Ryan's max HP. (999 - 744 = 255) At the beginning of the fight, have a 'decrease monster HP' command and decrease Ryan's HP by that variable.

Works with HP and MP, I don't know how you would do the rest..
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Offline BeerTent

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« Reply #5 on: March 26, 2006, 08:50:49 PM »
Would a better idea be to just play through the game myself, and once I reach the good ending, just create the monsters based on the stats? I'm actually thinking another good idea would be to give the player more seeds for making the "right" choices. Unfortunatly, I cannot tell you why I would do something like that. :D

Thank you very much for your replies.

EDIT: The way the battle should go is that your three teammates would be monsters, on the left, you would be all alone on the right, as... a hero...
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Offline Grandy

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« Reply #6 on: March 26, 2006, 09:03:21 PM »
 If you want my opinion, the battle would either be too easy or too hard. Too easy for the HP of the "Monsters" wouldn't be so high, not as one of a last boss, at least. Or too hard because it'll be like fighting against three of you, that would probaly have the same ammount of atk and def (if you play like me, who likes to put the same ammount of "plus" itens for everyone.). So make some monsters that you think would have lot's of HP, but not lot's of strengh.

 Besides, I predict you've played to the end of Breath of Fire IV.
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Quote from: Alex
I general I'd say I agree 98% with Grandy's post above.

Offline MrMister

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« Reply #7 on: March 26, 2006, 09:15:58 PM »
Heroea generally have less HP and do more damage, so it wouldn't make sense.
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you look like an orphan

Offline Grandy

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« Reply #8 on: March 26, 2006, 09:43:20 PM »
Quote
Originally posted by MrMister
Heroea generally have less HP and do more damage, so it wouldn't make sense.


 For what I get it, they're supposed to be the "Evil way"'s last bosses, doesn't matter if they were your friends before, now they're just another enemy.
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Quote from: Alex
I general I'd say I agree 98% with Grandy's post above.

Offline BeerTent

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« Reply #9 on: March 26, 2006, 11:46:25 PM »
Well, 3 end bosses, 3 fights, you go crazy, and your team goes "oh, noes! He's really evil!" and thus, spawns a new fight.

Grandy's right, The main character has become corrupt with power and now he believes he's a god. The other three are now in the way, trying to limit him it seems. Why not kill them? They are in the way after all, and they are just useless now. I'm actually thinking of making this fight impossable, because, well... Good always prevails, right?

No, I havent played the breath of fire games much, the only RPG's I'v really stuck with were Brave Fencer Musashi (If you could call it an RPG) FF7 and Tales of Phantasia. Out of those three, I only beat the little kids game.
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Offline Grandy

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« Reply #10 on: March 27, 2006, 12:36:44 AM »
 Well, that's weird, because the whole hero going insane and killing his friends is one of the possible endings (really easy, if you go insane you get like lvl 100 and has a 70% Death spell that hits everyone.)
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Quote from: Alex
I general I'd say I agree 98% with Grandy's post above.

Offline BeerTent

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« Reply #11 on: March 27, 2006, 06:50:28 PM »
Aah! I just remembered something else I'd like to ask.
Okay, I have two items, Glowing Emrald, and just a normal Emrald. Magic is stored in certain jewls, so how would I make it so when I use the glowing emrald, it would just become a normal one? Even in Battle.

Thanks again for your help.
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Offline Linkizcool

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« Reply #12 on: March 28, 2006, 02:44:42 AM »
make a conditional branch saying

Loop
>If Items (Glowing Emerald) Quan:1 in inventory
>>Erase Item Glowing Emerald
>>Add Item Emerald
>End If

>If Items (Glowing Emerald) Quan:0 in inventory
>>Break out of loop
End If
End Loop

If it freezes, play around with it. You either need this to be a common event and put a call common event statement in every battle you want this to be in, or you put this in every battle without the common eventing.
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Offline BeerTent

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« Reply #13 on: April 01, 2006, 02:46:54 AM »
oops, almost forgot! Thing is though, when i try this, I end up losing one jem, and getting 4 useless gems out of 5 useful gems. This is the right code for restoring the magic, but I dont think I'm good enough to get around to making one useless gem and keeping the other 4 useful gems. I'll try and play with it some more when I'm awake.
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Offline Archem

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« Reply #14 on: April 01, 2006, 02:54:28 AM »
Are the gems a regular item that you can find on an enemy or buy in a store? If not, you could make the previously listed kind of event and make each gem its own item with either the same or slightly different names. If not, then never mind. Also, you should make it so that there's a different ending whether you win or lose the evil side battle. You know, so that the final battle is still a fight worth fighting, but good still has a chance to prevail.
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