My Turn Based System I'm working on. Hoping to turn it into a full scale RPG with 3 Players.
This simulation supports. 1. Multiple Enemies and one Boss
2. Enemy Random Ability AI
3. Item Usage
4. Multiple Equipable Weapons and Spells (Each with their own Animation)
5. Very Detailed Trigger Comments/Organization for those who want to learn.
6. Weapon / Item Buying system.
Other things I want to add. 1. Agility based "Timer" for actions instead of back and forth.
2. Unique Leveling system.
This should be the right map. Let me know what you think.
http://www.staredit.net/index.php?act=Atta...pe=post&id=3769 Oh, nevermind, you might want to redo this thread because it seemed more like a concept map to me at first. But it's a neat system!
That sounds awesome good luck
Isn't this like a year old? (the map, not topic)
Ya my map is old, but ive been out of the community for awhile, and Im back now and going to work on this some more.
Nice system it's ok for a tbc thing. Personally i think half the fun is controlling ur unit in real time, but that's just me. I liked ur idea of equipping spells, but items. Maybe u shuld make an inventory and if the player has the item in his inventory he can equip it, i like that idea better(cuz i loaded both potions into my equipper and they both got consumed). Anyway it's a good system to base an rpg on, as long as the rpg is more than the system. Goodluck!
~Tdnfthe1
Why don't people look at my topic....
This is a great system for people wanting to learn how to make a TBS
However, for the stacking weapon thing, why did you have to make 6 triggers for it? o_O, couldn't you have just used "Brings at least three any unit to location X" (Assuming the thing you load it in counts as a unit).
QUOTE(MisterKwiz @ Apr 12 2006, 09:21 PM)
This is a great system for people wanting to learn how to make a TBS
However, for the stacking weapon thing, why did you have to make 6 triggers for it? o_O, couldn't you have just used "Brings at least three any unit to location X" (Assuming the thing you load it in counts as a unit).
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You don't just equip weapons, so I had to do each one individually.
Ya ya, I saw this map at least 3 years ago.
ยป Moved to Concepts
You know you love it moose
I was thinking about a new menu system since the units don't go back to where they are souposed to be in the dropship/shuttle when you unload them to make your selection.
And about the multiple potions being used, thats weird, I had made a trigger to only remove one at a time and havent experienced that problem, Ill try and recreate it. But yes I think I want to change the Item usage and keep it simply to equip Weapons/Spells.
I might just keep this a concept map for others to base their TBBS's off of and move onto a concept map for a Final Fantasy Tactics style battle map.
Too bad I'm not at home. I feel like downloading this, but I can't check it out even if I do. But lemme take a guess. This uses alot of death counters? Because if so, it sounds alot like the same system I devised last August or so. From here, it seems like someone else beat me to finishing, or even starting on the system. I'm still wondering exactly how similar both of our ideas of this battle system really are.
If you're thinking about the Active Time Bar 'agility,' you could either have an inconsistant countdown, or you could use various units to run across a small track. Well, that's what I'm going to use anyways. As for the unique leveling system, I'm not really sure what you mean by that, but if you're doing what I'm doing, you would be able to customize the experience you gain for each individual battle altogether.
I really like this system, as it simulates an actual RPG 'turn-based' experience. I'm a bit upset that this idea was revealed before I even got it on a map, but oh well. Have fun working on this, if you're planning to do so anyways.
I've had turn based battles since 2003ish, but those were basic and blocky as hell with little more then just fighting. I actually had a map with Turn Based combat where you could fight up to 3 monsters with 2 additional party members in the battle, but the attack order messed up frequently. This system is a 1 on 1 battling system with no party members.
I actually use very little Death counters, and the ones I do use are basic switch functions for the most part. I encourage you to keep making yours Id like to see someone else's view on this style of combat since all others I've seen have been very very bad, or nowhere near completed!
And my agility "Timer" system I'm thinking about implementing is. Each enemy of a certain type has an agility range say 4-7 or 4-12 and the actually agility value randomizes within this table on battle. The Time is on the top and the bottom of the battle field, depending on the agility of the Hero/Enemy one square gets filled every second or so, the higher the agility, the lower time it takes to fill up. And when it fills the enemy attacks or you gain the ability to use your turn, when its over the bar depletes and starts over. The heroes could possibly train for more agility, it could be a stat on armor/weapons, a spell that temporarily boosts agility for so many seconds and so forth.
QUOTE(TEC_Ghost @ Apr 13 2006, 09:15 AM)
You know you love it moose
I was thinking about a new menu system since the units don't go back to where they are souposed to be in the dropship/shuttle when you unload them to make your selection.
And about the multiple potions being used, thats weird, I had made a trigger to only remove one at a time and havent experienced that problem, Ill try and recreate it. But yes I think I want to change the Item usage and keep it simply to equip Weapons/Spells.
I might just keep this a concept map for others to base their TBBS's off of and move onto a concept map for a Final Fantasy Tactics style battle map.
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I've tried and many others have tried to do a full FFT type map. If you plan to only put it's battle system style in, that'll be easy... but implementing job changing, attack power, magic power, secondary skill list, changable skills, equipment changing, damage error ratio.... FFT is truly too big for sc. But you have a chance if ur ONLY trying to implement the battle system, that's not a huge challenge. Goodluck with it.
~Tdnfthe1
Problems with attack orders? Depending on the wait time between attacks, you should keep a sort of pause placeholder so that the attacking order will not conflict. Let's say when one person is attacking, or is about to, a switch activates, or a score is set to a certain number, or a mineral/gas count is at a certain number, or a death counter is at a certain number, or whatever activates, which causes all other players to be unable to input any command or something. With this, the attack order is then reset, and the characters that haven't gotten their turn yet will have their agility randomized again, which is analogous to dice rolling, except those with a higher agility ratio will most likely end up with their action next.
What I'm planning for the agility is generally certain units spawning on a set track depending on their agility stat point. However, certain actions will cause your agility to fluctuate. Let's say you start the battle and a marine spawns on the track. You cast a really powerful spell, and right after that, your active agility stat goes down by 20. A carrier then spawns on the track rather than a marine. This means your ATB will fill up much slower than usual and your turn will occur later than before. On your next turn, you use your basic physical attack. After that, your active agility stat reverts to your base agility stat and a marine spawns on the track once again. I guess that's one difference between our battle systems.
And to Tdnfthe1, an FFT system is actually possible. With enough time and work, that is. By completely relying on virtual stats, you can manipulate the battle engine to however way you like. By using death counters, scorings, minerals, and gas as tallies, you can utilize the battle and job systems by having the tallies memorize your last stats. When you switch, the tallies undergo a 'check' by transfer of the death counters by player or units. As long as the entire battle system involves triggered deaths and stats, you are free to use every single unit's death counter, along with each player, allowing you coordinate which unit corresponds with which active stat or job you're changing.
I hope what I typed was somewhat understandable. Because I'm reading it over right now and I don't really get what I just said.
WOW!! IM BACK!! THIS IS YA'S FAVORITE PAL, I-X-King-X-I!!
Ya tried to ban me for the next 2 years. WOOP DE farkING DO!!
Sen ya suck ass at keeping people from making new accounts. I literally made over 100 accounts easy because
ya's coding sucks miniture noob cocklets rofl!!! Ya really should look to updating this shiz becuase ya suck literally.
Well its glad to be back!!
Really nice TBC system. I hope you continue to work on this idea and fully develope it into a map.