I was thinking of maybe making a rpg that has a turn based combat system. It wouldn't be units attack units either. I am thinking like do an animation where say character does a normal slash attack have character move up to enemy have like a observer apear than kill it for effect and then have the enemy lose 25% health points. For magic spell like fire could have like some units appear then kill them and cause the unit like 50% or 75% dmg. And i could do randomized triggers for what the computer enemy will attack with which would vary on which type of creature ur fighting. Does this idea sound good?
you'd need to keep track of units health the entire time because you can't just subtract %'s, Sounds like a good idea.
Hum... Use Rpg-Maker2000 for this

a map like that has BEEN made but i dunt know if it ever got done^^;; Ponie(U) made it AKA Ponie / Kewoy(U) / Rotten(U) ohyeah watch out for that guy his gay....really..he is..
Edit by Bolt_Head> Stop using Blur
isnt there a rpg like that?
isnt it called Faith and destiny er sumtin?
no there was one called FATE and destiny but it doesn't use percent attacks..it's just units attacking untis each turn
Maybe:
Make them separate by a wall, then have a civilian with some beacom, Then you choose: attack, spell, run...
Choosing: Attack- Make a zerglin borrowed then make him disappear, the unit will attack... after do a random trigger to set life...
Choosing: Spell- Do your spells
Choosing: Run- Leave....
But great Idea! Good luck!
people have done it, so this isn't new
here are suggestions
have deaths act as variables
e.g. if cur. player suffers 10 deaths of X unit, modify health for cur. player's hero unit to 10%, 20 deaths for 20%, all the way to 100%... of course you don't have to do 1, 2, 3... ALL the way to 100, do 5's at most
if the game's going to be multiplayer, this would work as well
honestly i have no idea how else to modify health...
if you read all the posts on this forum (which is impossible now unless if you're REALLY bored), you'd have seen all the Spell functions people made; the best is of course using an air transport unit since they're a LOT faster (and the idea is a lot less n00bish) to trigger actions than walking a civ to a beacon...
personally i don't like turn-based that much since they take too long to make as well as play but since i am trying to get a position as an RPG mapper master... good luck and msg me for questions
Yea your best bet is to store the unit's current health percentage in a Death Counter, since you can't directly subtract percentages with triggers. You can easily use this system to do 1's. You have triggers generate and add up an attack damage. You can even have modifiers that multiply the damage if you read Tux's tutorial on trigger mathematics. Then when you're done, you subtract the damage, and set the unit's HP% to the current death counter variable.
Fate and Destiny which was later renamed FAITH AND DESTINY is Turn Based Combat, but it is with the units attacking eachother.
Sessae, don't say stupid stuff like that. The point of this forums is for StarCraft maps not games created with other programs.
Personally I think the dropship menu sucks. For me the units don't unload correctly and often don't unload at all. It takes too long, and I still prefer mutilated puppet's system of building units to cause triggers to run. It saves on units, which are very precious in an RPG, and is faster and more effiecent. I suggest using the Robotics Facility. In fact, I think I'll write a tutorial on using Buildings for Menus instead of dropships.
or, my idea of keeping track of unit HP with Mineral or Gas, so you can recover it, and set a max hp easily.
Yea I know I can't take percents like that from a unit directly but to keep like okay you are facing four monsters each one has 100 health so you ahve 400 gas. You just attack in order the units and from ur attacks the gas will go down and when its 300 gas one the creatures will die. Your Health will be Probly either minerals or a score meter like a death one or something. For casting spells i would probly use like a Gateway and zealot is normal attack, goon is watever ur characters special is like fire or water and you cast ur spell, templar could be like steal and randomize where you might get some currency or items and in boss battles make it where u can steal rare items. For DT it could be your ultimate attack but the more you level up and more magic meter you get the stronger it gets and that could be ran by like just like archons in a area and each one is 1mp. But thanks for advice guys its helps alot. Currency could be like a unit i dont use in an area and each one equals like 10 currency.
this is the system that im doin for my rpg.... using death counters for units health(Only for spells and other craps) ... And this is not like faith and destiny style where you attack for couple of seconds...you attack ONCE. Also im using dropship system for the battle system.(Using cheeze's scroll system

)
Skipping above posts(I'm too lazy to read them, and short on time... always)
I suggest you use the Scoreboard for this idea. Which would complicate things for battles against multiple enemies, because you'd need 1 CPU player for every eneemy...
bleh. I've though of trying this, but, I decided no, due to the above stated problem
You should make different attack moves like kicks and punches and have some type of hotkey system to make the fighting go faster. If a person takes too long (AFK) or soemhting, they shoudl forfeit their turn, it would be like just sitting there during a fight. You might want to make this a FFA RPG where you walk arounf and fight otehr humans and computers to level up. That would be fun.
QUOTE
For me the units don't unload correctly and often don't unload at all.
have you seen yoshi (ya know, admin)'s Matrix demo? the dropship and shuttle worked perfectly. why yours didn't work is my wonderment. i SUPPOSE that building units would take care of the mana part too (assuming the units cost vespene, and you use vespene for mana to cast spells)... but you wouldn't be able to know what the unit's modified name is until it's built, by which time the unit's probably removed anyway
I could use the dropship thing. Like have Terran dropship be ur pyhsical attacks like punch, slash, kick, etc... While the Protoss dropship could be ur magik attacks. Thanks for pointing out the building thing pcfred i forgot bout that and most people dont read the breifing anyway.
I gotta admit I don't much care for this idea. No offence, but I find combat like that too boring and predictable. At least with normal SC combat, you can micro and change up the pace some. Just my two cents.
pcfredz, I don't think you understand the concept of what I'm saying. If I play Yoshi's map for example, it doesn't work. It doesn't work in any maps. I've installed SC on numerous computers with different CDs and it's always the same.
I don't see where this topic is going. You should start the map, and try these things out, then come back. In the meantime I think I'll be starting my own RPG based on my ideas about using counters and such to create a highly mathematical Turn Based Combat battling system... Huahahahah!111!``!~!!
QUOTE(SaLaCiouS(U) @ Jul 27 2004, 05:08 PM)
pcfredz, I don't think you understand the concept of what I'm saying. If I play Yoshi's map for example, it doesn't work. It doesn't work in any maps. I've installed SC on numerous computers with different CDs and it's always the same.
I don't see where this topic is going. You should start the map, and try these things out, then come back. In the meantime I think I'll be starting my own RPG based on my ideas about using counters and such to create a highly mathematical Turn Based Combat battling system... Huahahahah!111!``!~!!
for starters, let's isolate the "If I play Yoshi's map for example, it doesn't work. It doesn't work in any maps. I've installed SC on numerous computers with different CDs and it's always the same." What do you mean, "it doesn't work"? Were you unable to open the map at all? Or are you just talking about the dropship/shuttle part? If we are all playing Starcraft without any mods, and the game worked for me, why WOULDN'T it work for you? You're right, I DON'T understand what you're saying, but that's because YOU were way too ambiguous.
secondly, about your turn-based combat system... you say it'll be "highly mathematical"... what, you trying to make the rest of us look like we can't even add or subtract? 'Course, NOBODY can really multiply in StarEdit.
Here's why:
To multiply (a function not in StarEdit AT ALL), you would have to have 2 variables, 1 for the original number, and 1 for the multiplier. You would add the original number by itself, decrease the multiplier by 1, and repeat until the multiplier reaches zero. The problem? You cannot add by a variable! The whole thing is way too complicated, but of course you would need to multiply to do a "highly mathematical" turn-based system to incorporate the idea of probability into the map. Eh, too complicated, too impossible.
I had assumed you would read my other posts and know what I'm talking about. When I click a unit in a dropship (in order to cause it to unload) nothing happens. Forget about it, I don't expect you to do anything anyway.
As for multiplying... HUAHAHAH!!!! Multiplying AND Dividing are BOTH possible in StarEdit. I've done it, Tux has done it, and he even wrote a tutorial on how to do it. You can do many complex mathematical functions if you move numbers around. Go check out the tutorials section and find Tux's tutorial on how to do basic mathematics in StarEdit.
urgh... right, i remember tux writing a thing on multiplying...read it, but skipped the whole thing right after i saw the sentence "Once the gas reaches 0, then you'll need to use another Binary Countoff on the backup counter to restore the amount that was in the gas previously, and then subtract 1 from the minerals." ... WAY TOO MANY BINARY TRIGGERS! Also, division wouldn't ever work if the numbers don't produce a whole number. Note that my "too impossible" was a figure of speech following the "too complicated", complications result in too many bugs... keep in your mind that SC is a Real-time Strategy game, and to create a Turn-based RPG would be REALLY pushing the limits of Staredit. Meh, guess that's what SEN is supposed to do. In the end I guess personally I'll stay far, far, FAR away from turn-based RPG's, whether in SC or games of their own.
About the dropship thing, it's probably because one of the following reasons:
1) the dropship's over invalid terrain to drop the unit off
2) poor trigger programming
because honestly, the Matrix (demo)'s dropship/shuttle interface didn't give me any problems at all.
I can see things from your point of view, building-based spellcasting would result in less triggering, but it doesn't mean that dropships/shuttles/overlords don't work. if space is a problem, the drop-unit function would of course save a lot of trouble compared to buildings. In addition, one building can only create so many units (and no Heroes!), but you can store any ground unit, EVEN Heroes, in transports too. Since the number of ground Heroes surpasses that of normal air units, the transport option would in the end give more choices.
Lastly, please don't say "Go check out the tutorials section", because haystacks don't point out the needles for you.
I dunno, I got too much schoolwork (yeah I know it's summer but my English teacher apparently doesn't), have to hold Staredit on hold for a while...