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Staredit Network -> UMS Assistance -> [SOLVED] Completely Random Battle System
Report, edit, etc...Posted by Leingod on 2005-11-09 at 00:23:22
I Want A Completely Random Battle System for My Rpg That I Am Making. The Style Of Battle System I Want Is "Random" Meaning You Walk Around And Randomly Go Into A Battle, Not With dumb Enemy Units Walking Around And Such. Also, I Dont Want The Dumb Cheap Triggers Where It Makes It So The Player Always Goes Into Battle Every 5 Seconds...I Want It To Be Completely Random. I Know This Is Possible Because I Have Seen PCFredz Do It. So You Either Put the Triggers Here, Or PM.

Really Appreciate This Help...Thanks helpsmilie.gif
Report, edit, etc...Posted by Joshgt2 on 2005-11-09 at 00:29:26
I think I know what you mean as well... I don't know if I have the map or not but there is a map called Super Mario RPG where it is based off of the game itself. The beginning goes into battle by walking into other people but after that it is all random. If I find the map then I will PM you if you still need it. PM PCFred and ask him if you can see the triggers of his map. Maybe he can help you out the most.
Report, edit, etc...Posted by Ultimo on 2005-11-09 at 00:33:12
Before I write all of this out, I want to know if you understand death counters.
Report, edit, etc...Posted by Joshgt2 on 2005-11-09 at 00:34:33
Come to think of it... that would be the best starting point for somethng like this...
Report, edit, etc...Posted by Leingod on 2005-11-09 at 01:05:27
yea i know death counters
Report, edit, etc...Posted by RedNara on 2005-11-09 at 01:09:19
seems like Ultimo knows it...

i bet it can work if you use random triggering.. but like 100's of them tongue.gif

i mean a whole set of random triggering for this area the easy one

a whole set of random triggering for the next area which will be the harder one

and so on..

maybe have observer flying around so you wont notice.. but the observer can the trigger setter.... might be buggy becuase i never tried it out also tongue.gif

but might work..

well i guess ill ask more pro ppl tongue.gif
Report, edit, etc...Posted by Subrosian on 2005-11-09 at 01:14:09
All you do

is set a death counter to a random number ranging from 1-8 (or whatever you want)

then have a location follow a unit

and when the unit is out of the location it subtracts 1 from the death counter

And when the death counter reaches 0 the random battle

ADDITION:
starts
Report, edit, etc...Posted by RedNara on 2005-11-09 at 02:08:38
btw nice way of using addition when you could of just edit tongue.gif jp

oh man i never thought about that to tell you the truth im such a noob... thats how they use stamina...

thats tight now lol...
Report, edit, etc...Posted by Shadow181 on 2005-11-09 at 05:19:08
okay i basicaly stopped reading 5 posts down, but the way I was planning to do this in a map, waht I had was:

- 3 locations
- Location X
- Random battle place
- Location Z
- Explained later
- Location Y
- On an island somewhere unreachable or seable
- (can be named w/e you want)

- A hell load of triggers
- Explained later

- 20 or more switches
- Switch 1
- Switch 2
- Switch 3
- Switch 4
- Until 'Switch 20'
- Switch Start
- Switch Stop
- For each player
- Switch End1
- Switch End2

---------------
*TRIGGERS*
---------------
(Trigedit Format)
[fjeoa'] = think

Trigger("[Player]"){
Conditions:
Bring("[Player]", "[Hero]", "Location X", At least, 1);
Bring("[Player]", "[Hero]", "Location Y", Exactly, 0);

Actions:
Move Location("[Player]", "[Hero]", "Location X", "Location Y (moved)");
Set Switch("Switch Start", Set);
Preserve Trigger();
}
////

Trigger("[Player]"){
Conditions:
Switch("Switch Start", Set);

Actions:
Set Switch("Switch Start", clear);
Set Switch("Switch 1", Randomise);
- Until 20
Set Switch("Switch Stop", Set):
Preserve Trigger();
}
/////

Trigger("[Player]"){
Conditions:
Switch("Switch Stop", set);
Switch("Switch 1", set);

Actions:
Set Switch("Switch 1", clear);
Create Unit("[computer]", "[Observer]", 1, "Location Z");
Preserve Trigger();
}
////

- Until 20

Trigger("[Player]"){
Conditions:
Switch("Switch 1", not set);
- Until 10

Actions:
Set Switch("Switch End1", set);
Preserve Trigger();
}
////

- Same for 11 - 20 and Switch End2

Trigger("[Player]"){
Conditions:
Switch("Switch End1", set);
Switch("Switch End2", set);
Switch("Switch Stop", set);

Actions:
Set Switch(End1, End2, Stop, clear);
Preserve Trigger();
}
////

- Now make triggers so that they count the units in Location Z. Remember to:
- Preserve Trigger.
- Kill the observers at Location Z.
- That each observer = 5%.
- Greater the observers = less likely hood, so 20% - 0% chance = 16 - 20 obs.
- And the battle system starts.
Report, edit, etc...Posted by ._. on 2005-11-09 at 07:00:05
dat was complicated
Report, edit, etc...Posted by Alex Lifeson on 2005-11-09 at 07:28:00
Well, I thought of part one to the trigger:
Have a location, X.

Conditions:
Unit Y moves out of location X.
Switch BT is Cleared.
Actions:
Set BT
Set Counter to 1
Center Location X on Y
Preserve

Conditions:
BT is set
Counter is 1
Actions:
Randomize switches A, B, C, D.
Set Counter to 0
Clear BT
Preserve trigger

Conditions:
Always
Actions:
Spawn 1 Random Creator at Z.
Preserve Trigger

Conditions:
5 random creators are at Z.
Actions:
Remove 4 Random Creators
Preserve Trigger

Conditions:
Switch A is ___
Switch B is ___
Switch C is ___
Switch D is ___
n Random Creators are at Z
Actions:
Set Random Battle Setup with Enemy Type set by Random Creators and correct switches, or do nothing.
Report, edit, etc...Posted by RedNara on 2005-11-09 at 10:21:15
meh thoes can all work but i bet there is a simplar way...
Report, edit, etc...Posted by Alex Lifeson on 2005-11-09 at 10:34:09
I think that IS the simplest way, in my opinion...
Report, edit, etc...Posted by Oo.Insane.oO on 2005-11-09 at 14:39:44
Heres a simple way using minerals or gas

5 Gas is when a battle starts


Trigger
Description:
Set Switch
Players:
¤ Your Team
Conditions:
¤ Player: Your Team bring 0 units to location Battle
Actions:
¤ Set Switch 1
¤ Preserve Trigger



Trigger
Description:
Gas Start
Players:
¤ Your Team
Conditions:
¤ Switch 1 is set
Actions:
¤ Modify Gas to: 1
¤ Modify Gas to: 2
¤ Modify Gas to: 3
¤ Modify Gas to: 4
¤ Modify Gas to: 5
¤ Preserve Trigger



Trigger
Description:
Starting Battle
Conditions:
¤ Player Your Team Has Exactially 5 Gas
Actions:
¤ Move All Any Units Owned By Player Your Team At Location Wilderness To Location Battle Scene



Trigger
Description:
Battle Scene
Conditions:
¤ Your team bring atleast 1 any unit to location Battle Scene
Actions:
¤ Clear Switch 1
¤ Create 1 Monster At Location Battle Scene
¤ Set Switch 2
¤ Preserve Trigger



Trigger
Description:
Getting The Mineral
Conditions:
¤ Player 8 Commands 0 Monsters At Location Battle Scene
¤ Switch 2 Is Set
Actions:
¤ Modify Resources For Player Your Team To 1
¤ Preserve Trigger



Trigger
Description:
Leave Battle Scene
Conditions:
¤ Player 1 Has Exactially 1 Mineral
Actions:
¤ Move Any unit owned by player Your Team at location Battle Scene to location Wilderness
¤ Set Minerals to 0
¤ Clear Switch 2
¤ Preserve Trigger


That would probally work if there was a battle arena that you went 2 to fight

Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-09 at 22:14:03
How about, if switch 1 is set then you move the units to the battle arena. The gas is like an extra switch in the middle for no reason...
Report, edit, etc...Posted by Leingod on 2005-11-09 at 22:38:56
yea thx authority...see you on fusedfx?
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