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Staredit Network -> UMS Assistance -> Is this possible? A True FFTA-style tactic game...
Report, edit, etc...Posted by wizard898 on 2005-11-28 at 00:23:27
I was going make a map like Final Fantasy Tactics Advance (The GBA Game), where you wait for your turn and use skills or fight when its your turn. For example, when it becomes your turn, you get a civilian in an area with 4 arrows, up, down, left, right. After you a pick a direction, the hero unit would move a certain amount in that direction, with different classes being able to move a certain amount of steps. (ex. Snipers move 4 spaces at a time, or white mages move 2 spaces at a time), then, depending on what you decide to do, you could attack from a certain distance away. (Ex. you use a skill like "Jump", and you attack an enemy from 4 spaces away.) The terrain would be set up like a chess board, and obsticles as well for a chance of misses. I was trying to make this, but I realized that I need a trigger for each and every square that your unit lands on.
Does anyone know a way to make my life easier? Like a location detection thing or something... (This explanation is confusing, I know...) helpsmilie.gif
Report, edit, etc...Posted by Lithium on 2005-11-28 at 02:08:28
you can... but iam not the expert in this... but the "true" fft style thingie will be very hard... excruciatingly complicated and maybe you should try an easier map making before trying this on, get your hands with triggers and learn the basics first..
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 04:54:07
How about this:
Player: Player 1
Conditions: Current player brings exactly 1 civillian to 'Move Right'
Current player controls exactly 1 'Hero' at 'A,1'
Trigger: Move exactly 1 'Hero' at 'A,1' to 'A,2'
(And if you want them to fight, try this)
Disable invincibility for 'Hero 2' owned by Player 2 at Location 'B,2'
Wait 750 milliseconds
Enable invincibility for 'Hero 2' owned by Player 2 at Location 'B,2'

Something like this I hope...
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 04:56:05
QUOTE
How about this:
Player: Player 1
Conditions: Current player brings exactly 1 civillian to 'Move Right'
Current player controls exactly 1 'Hero' at 'A,1'
Trigger: Move exactly 1 'Hero' at 'A,1' to 'A,2'
(And if you want them to fight, try this)
Disable invincibility for 'Hero 2' owned by Player 2 at Location 'B,2'
Wait 750 milliseconds
Enable invincibility for 'Hero 2' owned by Player 2 at Location 'B,2'

Something like this I hope...


That's what he was thinking but he wants an easier way to do it without having to have to add locations and triggers for EVERY square (A-1, A-2, all the way to N-N)

First off, there is already a map on BNET, made by someone, called Final Fantasy Tactics Advanced. So you're going to have name it something else.

To answer you're question, one possibility is to have a computer unit at each square. Then have a location follow the players unit and fire the trigger whenever the computer brings their unit to that location, becuase that would mean the player has entered that square. Works best if the player can't see the unit (like a cloaked wraith). This will only work if you need to specify squares.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 05:09:27
Like center location?
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 05:11:28
I'll post an example of the trigger.

This would be an example of how to move your hero:


Make a wriath at each square and put a location called "Red Hero" around the hero. Then you just need 1 location at the end of the line of squares called "Column A". So you said a Sniper would move 4 squares, instead of a bunch of triggers, you would only these 4:


Trigger
Description:
Red Hero
Players:
¤ P1
Conditions:
¤ Always
Actions:
¤ Move Location, "Red Hero", (to) Sniper, P1, anywhere



Trigger
Description:
P1 Move 4 Squares Up
Players:
¤ P1
Conditions:
¤ Bring, P1, exactly, 1, Civilian, (to)"Move up"
Actions:
¤ Order, 1, Sniper, (for)P1, (at)Red Hero, move, "Column A"
¤ Setresources, P1, set to, 4, gas


This will cause the sniper to move up towards the top of the first Column.


Trigger
Description:
Square Detector
Players:
¤ P8 (Computer)
Conditions:
¤ Bring, P8, exactly, 1, Wraith, (to)Red Hero
Actions:
¤ Set resources, P1, subtract, 1, gas
¤ Wait 1000 milliseconds (or however long it takes the hero to move 1 square)


As he crosses each square, 1 gas will be subtracted.


Trigger
Description:
Hero Destination
Players:
¤ P1
Conditions:
¤ Accumulate, exactly, 0, gas
Actions:
¤ Order, 1, Sniper, (at) Red Hero, P1, move, (to) Red Hero


Preserving all these triggers of course. After moving 4 squares the sniper will stop. You can also use custom scores or deathcounts. Using this method, instead of having to have a location on EVERY square, you can just have 1 on the all the outside squares.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 05:18:24
How about this?
Player: Player 1
Conditions: Player 1 brings exactly 1 civilian to 'Move right'
Triggers: Move all Observer owned by Player 5 (Computer) Location 'Observer' to 'Observer Right'
Center Location 'Observer' at Observer owned by Player 5
Move exactly 1 'Hero' owned by Player 1 to 'Observer'

Now the 'Observer Right' location must be 3 SQUARES!! This is an example
Observer Right = 3 Squares right from Observer
Observer Left = 3 Squares left from Observer

Why I'm using 3 squares is to center location (which means the middle square, which is also one square left//right//up//down from the observer)
I don't know if this might work though, just an idea
Report, edit, etc...Posted by Diggidoyo on 2005-11-28 at 05:39:25
That would work, but only 1 time. Becuase after the move, the "observer left" location would now be 6 squares to the left of the observer.
Report, edit, etc...Posted by PCFredZ on 2005-11-28 at 15:51:28
It's not that hard to do, but it will be to play.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-11-28 at 16:14:36
Or why not just place some locations in certain spots where you start the battle instead of centering the location for the game and possibally lagging it
Report, edit, etc...Posted by PCFredZ on 2005-11-28 at 16:20:45
QUOTE(Insane @ Nov 28 2005, 04:14 PM)
Or why not just place some locations in certain spots where you start the battle instead of centering the location for the game and possibally lagging it
[right][snapback]366696[/snapback][/right]

Because that's not how the game works.

Mobile Grid System is all you need.
Report, edit, etc...Posted by fritfrat(U) on 2005-11-28 at 18:41:25
I got a really good idea. I like it better than diggi's because it allows movements such as moving 2 to the right and 2 to the left much, much easier. Also, it only requires 6 locations; 4 for the boundaries and 2 for actually moving the guy.

I wrote all the following as if it was 1x1 squares. It would still work with 2x2 squares, though; you simply have to double the size of every single location I mention.


Prereqs:
Make a 3x3 location and a 1x1 location. Now, create a burrowed zling in every square for player 10.



Basic Movement:
Constantly have a 3x3 location follow the unit that is moving. Now, set the current player's Custom score to how many moves he can make. This can be substituted for minerals, ore, etc. if you want to, of course.

The trigger actions for "move left" would be:

Conditions:
Current Player Custom Score is Atleast 1
(Current Player indicates he wants to move left)
Actions:
Give 1 zling in 3x3 to P11
Center the 1x1 location on P10 zling in 3x3
Order unit to go to 1x1 location.
Give back all zlings to P10
Subtract 1 Custom Score.

And the same for up, down, and right, only you give different amounts of zlings so the location centers go on the corresponding zling. Give 3 for down, 5 for up, and 7 for right.



And that's about it. My post was literally 3x as longer, but I kept on coming up with more and more ways to make it simpler and simpler. One thing I did not cover though; What do I do when it reaches the side of the movement area?

Create 4 locations along the sides of the map, and if the player enters the bottom side location, do not allow them to fire the "move down" trigger. Simple, eh? Just make sure there is an extra row of zlings on the outside so there will still always be 9 zlings in the 3x3 location so the other movement triggers don't mess up.

If you have any questions, I'll take them, and if you want me to, I will make an example map. I am quite sure that this system would work quite well, though.


One thing I did not mention that I think deserves to be. I did come up with a way for when you move back a square, it gives you back your custom score, instead of taking away still. However, this would take 24 movement triggers instead of 4, using the system I came up with. Personally, I would just center another 1x1 location on where you started, and allow you to reset if you messed up your movements smile.gif

Good luck with the map!
Report, edit, etc...Posted by BeeR_KeG on 2005-11-28 at 20:14:23
A map like that wouldn't be too difficult to make, it'll just be long.

Just use Tuxedo-Templar's grid system. You would have cannons(or any other 2x2 building) around 2 edges of the play area. Then you have 2 locations, one which is horizontal and one vertical. These would be as long as the map itself. The area which is under both locations is your center.

Now how to move the Unit X amount of spaces to any of the 4 direccions. You would need to know how to use a grid system. http://www.staredit.net/index.php?tutorial=137
Depending on where is the player, you could move the locations horizontally or vertically. You would have 1 burrowed unit at each square. Depending on how many cannons are owned by a player different to the first one, you would know how many burrowed units to give to another player.

Using the horizontal and vertical row of cannons is simple. You would manipulate each one of them separately with different players so that they don't coincide with each other with the triggers.(You could use the human players themselves).

The system works, but it takes a lot of triggers if the board is quite big.
Report, edit, etc...Posted by Slayer_dt_ on 2005-11-28 at 20:54:41
Fritfrat's idea seems the best though.. however how are you going to give the zergling
Report, edit, etc...Posted by fritfrat(U) on 2005-11-28 at 21:22:52
You just use the "Give Unit" action.

Give 1/3/5/7 zlings owned by P10 at location 3x3 to P11.

And it obviously works with any 2 players, if you want to use P7 and P8 instead. P10 and P11 are just rarely used, so I use them for whenever I use what isolated keg calls a "grid system."
Report, edit, etc...Posted by wizard898 on 2005-11-28 at 22:04:03
These all sound like great replys. I'll try them-just as soon as I figure out how the heck I work Mobile grid systems. I was confused about this system for quite a while and never quite understood it...

ADDITION:
Ah! Thank you for the Tutorial link, Isolated Keg! I think I sort of understand now.
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