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Staredit Network -> UMS Assistance -> triggers:random encounters?(help)
Report, edit, etc...Posted by guardien on 2005-01-16 at 20:10:55
I'd like some help on how to make a trigger for random encounters like in final fantasy III by no-msg..uhhh...submitted by shadow-paladin.

I need this set of triggers for an rpg campaign im making, and this would really make it alot better, thanks.
Report, edit, etc...Posted by BeeR_KeG on 2005-01-16 at 20:30:54
Use random triggers.
http://www.staredit.net/index.php?act=tuto...e=Randomization

The conditions will always be random making it different every time you play the game. Then you will have to create a trigger for every posible combination and make a different action for every combination/condition.

It's not easy making a bug free web of random triggers that overlap each other.
Report, edit, etc...Posted by x BakaPeter x on 2005-01-16 at 20:34:01
QUOTE(guardien @ Jan 16 2005, 07:10 PM)
I'd like some help on how to make a trigger for random encounters like in final fantasy III by no-msg..uhhh...submitted by shadow-paladin.

I need this set of triggers for an rpg campaign im making, and this would really make it alot better, thanks.
[right][snapback]126682[/snapback][/right]

its pretty hard to understand but im guessing you want random triggers.

Trigger
Description:
Random
Players:
¤ All Players
Conditions:
¤ Always
Actions:
¤ set switch randomize 1
¤ set switch randomize 2
¤ set switch randomize 3
¤ set switch 4..(as much as you need).



Trigger
Description:
blah
Players:
¤ blah
Conditions:
¤ switch 4 is set
¤ whatever condition
¤ switch 1 is set
¤ switch 2 is cleared
¤ switch 3 is cleared
Actions:
¤ whatever action



Trigger
Description:
blah
Players:
¤ blah
Conditions:
¤ switch 4 is set
¤ whatever condition
¤ switch 2 is set
¤ switch 1 is cleared
¤ switch 3 is cleared
Actions:
¤ whatever action



Trigger
Description:
blah
Players:
¤ blah
Conditions:
¤ switch 4 is set
¤ switch 3 is set
¤ switch 1 is cleared
¤ switch 2 is cleared
Actions:
¤ whatever action



Trigger
Description:
blah
Players:
¤ blah
Conditions:
¤ switch 4 is set
¤ switch 1 is set
¤ switch 2 is set
¤ switch 3 is cleared
¤ whatever condition
Actions:
¤ whatever action or you can reset it
¤ ---------------
¤ set switch randomize 1,2,3
¤ set switch 4
¤ preservetrigger.


you can keep doing this for whatever you need. each trigger below the first trigger can be a different trigger activation.
so you do every combination and when one of the combination is true, it activates.
hope you understand now.1
EDIT:dammit beer beat me to it.
Report, edit, etc...Posted by guardien on 2005-01-16 at 20:55:13
thanks, but say i have an rpg, with a wolrd map with units(monsters) running around with junk yard dog ai script on all those units, and once your dark templar(your party) touches one, they both disapeer, it goes into a battle with your party and a pack of monsters in the....top left corner just to say, then after you win the battle, the monster on the world map dies and respwens at a certain location. How would i make that happen. I guess i said that "random encounters" wrong didn't i? that's what i meant, not real random triggers. I hope i said it right, sorry about that, im just a half-newb triggerer... sad.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-01-16 at 21:00:21
You use the Move location action to move a location the size of the "hero" that the player controls. Then when a computer brings a unit to that location, move that unit to a "battle arena" and the player to the "battle arena" as well. Then make triggers for whatever battle system you want, and if you win, move your units back to the place where you met the monster, and create the "monster" at a location of your choice and thats pretty much it... You probably don't understand anything I said. I think to begin, you shouldn't jump into such a big project. Try experimenting with little things and figure out all the conditions and actions and what they do. If you want me to go farther in depth and show you the exact triggers you will need, then post away and I or whoever else will help you happy.gif
Report, edit, etc...Posted by chuiu on 2005-01-16 at 21:18:17
To get a little more into detail. You will have a unit like a DT, and you will always move a 1x1 location to that unit and you wan't to make sure that location is unique to it. Whenever an enemy brings a unit to that location, you will give that unit to a computer or neutral player and tell it to always move to the location that was previously centering on it (to prevent it from moving, no-msg skipped this step and you could have your DT walk to the next town while you were in battle). Then you will go to the battle scene, etc. Once outside the battle, you simply give the unit back to the player who owned it before (that is where the unique location comes into play).

And then you will have done what he did in FF III. (which was really FF VI)

Alternatively you could create a battle system that is more random like the real Final Fantasy by creating a 3x3 location and centering it on the DT. Then whenever the DT leaves that location you would run a series of switches to determine whether or not it would get into a battle (something like 3 switches so you can control more so how rare battles are). So if it was 3 switches, and only 1 set of switch combinations went into a battle, you would have approximately 15% chance of getting into a battle. Then after determining it is a battle, you could randomize another series of switches to determine what enemies are in the battle. After that you would then move the location onto the DT so that if he didn't go into a battle, he would repeat this process.

Alternative to the battle THEN monster randomization, you could just use a larger number of switches and determine that it is a battle and the monsters in the battle in one run through. 4 switches would give you 16 switch combinations to use, 5 switches would give you 32 switch combinations to use, etc.
Report, edit, etc...Posted by guardien on 2005-01-16 at 21:39:01
And thats why i love this site biggrin.gif . Last question, now I just gatta put this in a trigger, can you show the location move for the roaming monsters trigger, i would have a hard time with that single triger, it would help big time. helpsmilie.gif

Also, everytime i tryed to make a small, simple map, i got bored and quit making that map, but when i try to make a bigger map, i finish it, my friends love it, but it never gets really completed because its always bugged from trigger mistakes. i never took them time to learn the triggers...but i wont learn them on small maps, ill learn them on big, difficult maps, nothing less. Man im stuburn when i make something happen. blushing.gif disgust.gif
Report, edit, etc...Posted by chuiu on 2005-01-16 at 21:52:25
What you're looking for is definately the Junk Yard Dawg AI script. It's found in the run ai script at location action.
Report, edit, etc...Posted by guardien on 2005-01-17 at 17:26:52
Alright then, i think i figured it out, if not, ill refer to this or my friend that has beed inactive lately....assuming he logs one again...learning to do triggers sucks....terraining is fun!
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