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Staredit Network -> Concepts -> Battle Concept
Report, edit, etc...Posted by LethaL on 2005-03-03 at 22:59:34
I was wondering if there was a concept used for Battle Systems involving Death Counters, because I planned on using it in my RPG. Here's how it works.

Your unit and your enemy unit each have a certain amount of 'Hit Points' which will be a Death Counter (30 Deaths = 30 Hit Points). Since my map will be purely using spells over normal attacks, I'll used a form of virtual HP (I guess).
If you use a starting spell, at level 1, it will deal a damage of 2 hit points, and the trigger would remove 2 Death Counters for the enemy player. Say you upgraded the spell so it deals 3 damage, it would remove 3 Deaths; etc etc.


Has anybody used/considered using this system for a battle before?
Report, edit, etc...Posted by Yoshi da Sniper on 2005-03-04 at 07:42:02
http://www.staredit.net/index.php?tutorial=74

Tuxedo Templar has already done something simular, but not quite the same thing smile.gif
Report, edit, etc...Posted by LethaL on 2005-03-04 at 08:26:28
Yeah, I've heard of Virtual HP, and I've seen it in some maps, but when I read the tutorial I stopped half way through because I didn't understand it. blushing.gif
Report, edit, etc...Posted by Coprofago on 2005-03-12 at 11:19:30
You are talking of virtual hp.. and this was already made (you still can use it) virtual hp with death counters, mineral, switch (??), etc.. stay virtual hp

but ur incrasing dmg spell is a good idea.. you'll need more trigger.. but what i would do is..

When you cast the spell it sets a switch (or death counter or whatever) and this set a trigger that deal 1 dmg for each death counter.. and rerun the trigger until there's no death counter (and at the end, reset the death counter amount so you can use the spell more than once..)

each of ur spells could use the dmg dealing trigger.. When you cast the spell.. this trigger set the dmg dealing trigger and it sets the "spell effect", unit explosion, special text, MP cost or whatever. After the dmg dealing trigger has been activated.. it'll deal the right number of dmg until there's none of the "death counter representing dmg amount" left

Only problem would happen if you use 2 spells at time..

this should save you many triggers (if you wanted 10 levels for each spells.. you'll save "10 x number of spells" triggers which makes many triggers..

I'm sure bolt head would make it even more better with less trigger.. but im not bolt head
Report, edit, etc...Posted by LethaL on 2005-03-12 at 17:30:14
A way using many triggers (but is easier to do) is what I was planning on doing. Use a Death Counter, say 100 Deaths = 100 HP, 0 Deaths = Dead. Create a trigger for every Counter, 0 - 100 (101 triggers total). The trigger would be:

Trigger
Conditions:
¤ Current Player has suffered Exactly 56 Deaths of HP Unit
Actions:
¤ Modify Hit Points for HeroUnit owned by Current Player. Set to 56%.
¤ Preserve Trigger


That way, a spell at level 1 that deals 5 damage, I can just do the Action for the Casting Trigger 'Set Deaths for Current player. Subtract 5 Deaths for HP Unit'. It makes triggering easier, but it uses a lot.

My only concern for this system is the computer AI. I'm Average-Advanced at triggering, but not really good, so I'm not quite sure how to make a computer do certain things at certain times, or use a potion when it's health is low, etc.
Report, edit, etc...Posted by Daedalus on 2005-03-13 at 14:38:26
For the enemy-using-potion:
Since the enemy's hitpoints is also counted with Death Counts it isn't that hard(btw: how do you do that, with all things like the 'keeping the same location on the same unit' problem and such ??). When the enemy's hitpoint is, lets say, about 60% you first let some randimising triggers run and then say that if it is that number (which has about 25% chance or something) is rolled he will use an potion. If his HP is about 40% there is a chance of 75% that he will use an potion, etc. etc. etc.
Advantages:
- Realistic use of potions
- They won't use it all at the same time, so if you're fast an strong enough you have an change you can kill him before he uses an potion
- You can make certain enemy's 'smarter' so they'll only use a potion which heales 25% AFTER they're under 75% of their health, and that they won't wait to long, etc.
Disadvantages:
- Lots of triggers
- Much more triggers
- And even more triggers w00t.gif
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