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Author Topic: Masterin Auras (look inside for explaination)  (Read 2670 times)

Offline coreystranick

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Masterin Auras (look inside for explaination)
« on: August 14, 2006, 03:57:25 AM »
Alright, in my game I am trying to have it so that you can select an Aura at the beginning of the game.
Auras give you affinites to different types of element based attacks. I plan on only having six auras selectable.
I also plan on having it so that you can select one as a Major type and one as a minor OR Select one then once you have mastered it you can select another, giving more time to play the game. Certain spells/skills from each aura can open up different areas(atleast I plan on having something like that). And you can have different reactions from people depending on what aura you have selected.
Note: I also plan on having a CBS in my game, so that may help you guys alittle in helping me.

My question is this:
How would I code that? Because I want it to be able to let you use the skills you learn from you previous aura's set, as well as learn the new ones.
And coding the dialouge between people when you have different auras(I assume this is done with switches and the like)
And lastly having the different skills being able to open certain passage ways and such. (again I assume this uses quite alot of switches)

Go ahead and answer any part that you geel like answering. All or none. As long as I can get help I don't matter how fast or slow the information comes.
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Offline WarxePB

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« Reply #1 on: August 14, 2006, 12:39:31 PM »
The auras would be usable by the main character only, right? In that case, it would be easiest to create six different classes, each with the desired "affinity" - ie. different skills, elemental weakness/resistance, stats, and the like. When you wish to change the character's aura, just use a Change Class command (fourth page) to switch the character's classes - from what you described, I would suggest choosing Character Becomes Level 1/Add Skills up to Current Level In New Class to Old Skills (the third option)/No Change in Statistics.

Changing dialogue and whatnot is easy to do. Instead of using switches, use a variable called AuraType. When changing auras, set the variable to a specific value (for example, Aura A would have a value of 2, while Aura B would have a value of 5). Now, in the desired events, create six Conditional Branches, each checking if the AuraType var is equal to a certain number. Then just put messages and whatever else for each branch.

Having terrain-altering skills is a bit harder. The easiest way to do that would be to have the skills auto-assigned to a certain key (the 1 to 0 keys, maybe), then only allow use of them when it's necessary. Otherwise, you'll have to venture into ABS territory, and that's not my strong point in coding, so you'll have to ask someone else.
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Offline coreystranick

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« Reply #2 on: August 14, 2006, 03:07:51 PM »
Sweet, thanks Warxe.
I am not really sure yet what kind of CBS I will have but if I can make the graphics for an ABS I'd do it, but it is kind of hard. I might try and make a system where it is a sort of dueling battle, I don't know. I have to ifnd a CBS that works with only one character. And still looks good. I am thinking an ABS since I know where to find tuts on it, but grpahics and everything will be a pain in the ***.
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Offline aboutasoandthis

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What do you mean terrain?
« Reply #3 on: August 15, 2006, 08:29:05 PM »
I might be able to help you there. I've got a couple of "geomancy" typish skills that change based on your "terrain ID" that can be used in the field. Just give a better explanation and I'll try to help.
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Offline coreystranick

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« Reply #4 on: August 15, 2006, 08:33:54 PM »
Like certain passage ways are blocked, and you need a certain spell from an aura affinty to be able to enter the pasage.
I might make a secret Aura that uses something like Geomancy, if you wish to PM me or just write here how you would do it I would be abliged(sp?).
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Offline Meiscool-2

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« Reply #5 on: August 15, 2006, 09:09:23 PM »
Quote
Originally posted by Warxe_PhoenixBlade
The auras would be usable by the main character only, right? In that case, it would be easiest to create six different classes, each with the desired "affinity" - ie. different skills, elemental weakness/resistance, stats, and the like. When you wish to change the character's aura, just use a Change Class command (fourth page) to switch the character's classes - from what you described, I would suggest choosing Character Becomes Level 1/Add Skills up to Current Level In New Class to Old Skills (the third option)/No Change in Statistics.


If he uses a CBS, he probally won't be able to use classes. I mean... he could, but it would take more varibles.
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Offline coreystranick

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« Reply #6 on: August 16, 2006, 03:41:36 PM »
Well, actually I am thinking of making an ABS.......... key word is thinking. I found out where to get charasets and stuff for it.

As for the classes, well I am already doing a lot of coding whats a few more variables? Note that I probably have no idea on how to use the variables to check  what class you were and stuff.
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Offline WarxePB

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« Reply #7 on: August 20, 2006, 12:15:50 AM »
Quote
MIC
If he uses a CBS, he probally won't be able to use classes. I mean... he could, but it would take more varibles.


No, not really. Even in a CBS, you would still be using the defalut system to keep track of stats and stuff, so it wouldn't really affect anything. It might be a few more Conditional Branches to check what skills the hero currently possesses, but no more variables, really.
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Offline Raen Ryong

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« Reply #8 on: August 20, 2006, 03:04:36 PM »
As for variables to check the class, I use these all the time because they are very useful.

Aura 1 = 1
Aura 2 = 2
Etc.

When you select the relevant Aura, set a Variable to the corresponding number. Then, if you want someone to react you to differently if you have Aura 2 than any other;

Fork Condition: Variable [0001:Aura Choice], = 2
<> Message
: ELSE case
   <> Other Message
: END case
       <>

If you want to change Aura, you then change the variable.

Variables are almighty :happy:
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Offline Meiscool-2

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« Reply #9 on: August 20, 2006, 03:14:15 PM »
Quote
Originally posted by coreystranick
Well, actually I am thinking of making an ABS.......... key word is thinking. I found out where to get charasets and stuff for it.

As for the classes, well I am already doing a lot of coding whats a few more variables? Note that I probably have no idea on how to use the variables to check  what class you were and stuff.


A: Better not be the same character sets I use.

B: Having a lot of different spells will take a huge ammount of time in ABS games. I know this from experience.
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Offline coreystranick

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« Reply #10 on: August 27, 2006, 12:54:26 AM »
I am getting the sprties from ultimaisland.net or whatever.
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