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Staredit Network -> UMS Assistance -> Need Suggestions
Report, edit, etc...Posted by kholdstare on 2006-08-06 at 09:43:44
Hello, I am making an RPG and I need some suggestions. The only thing I need answers for is what technique should I use to make random battle. I was thinking ALOT of locations across the map (like a grid), and whenever you step into one it randomizes maybe 10 switches. This is the part where there are variable results i could do if there are 2 set oout of ten, there could be like lings and if it is like 5 I could put something else. The problem is not that there are going to be too many triggers, it is that there are not enough locations. Could someone please suggest some different techniques i could use? Help is greatly appreciated. Thanks.
Report, edit, etc...Posted by Queaven on 2006-08-06 at 10:04:27
hey , maybe (U)Bolt_Head can teach u how to use them all with 1 location ^.^
and use vHP for heros it rocks smile.gif

and ... im quite bored , if want we can meet in some channel and we make map together happy.gif
Report, edit, etc...Posted by kholdstare on 2006-08-06 at 10:09:16
Sure and That 1 location one will be SO EFFING USEFUL I LOVE THAT GUY. Sorry, I'm busy today. Wannamake a map with me tommorow? If you do PM me your Gateway and Name.
Report, edit, etc...Posted by Falkoner on 2006-08-06 at 10:43:22
Lolz, retards, just posting for mins... anyways, you could try just randomely putting them in a random battle when they are outside, have like most of the randomness be nothing, but have some of it be a random battle, and have a few waits to slow it down! Also, using 10 switches for randomizing is crazy, you know that right? Thats 100 dif outcomes, I'm not sure your map even has that many available units!

ADDITION:
Haaha, I have nothing better to do, so I'll help u again, hmm another way you could have it might be using death counters, just make them change whenever they go outside!

ADDITION:
Once again, nothing else to do, so, you could try... lolz, this will be very stupid and simple, just make it so a unit is constantly running across this thing, and when he gets to end, it randomely makes another dif unit run, and theres a random battle when he gets to the end! lolz,
Report, edit, etc...Posted by Electroid on 2006-08-06 at 13:41:53
hey man, its good to see you want a nice fighting system in your map. i have some ideas for you, but firstly, how many different fight scenarios do you want? 10 switches will give you 1024 combinations. maybe you should just randomize 4 switches, which will give you 16 combinations.

i always recommend to RPG map makers to create spawning points. then, your character can build up as much experience/money as the player wants, and the map doesn't feel so empty subsequent to killing enemies. it also means you can go back and fight your desired enemies any time you like.

as for the fighting system, have you ever played the final fantasy maps where your hero is teleported to a fighting arena? yeah, well i don't like that system, but you may want to think about it.

you could think about assigning the computer players all with unique upgrade stats. therefore, the difficulty of the same unit varies between each computer player.

you could possibly randomize the amount of minerals recieved at the end of the battle, or you could randomize the possibility of recieving special items. for instance, there could be a 1/4 chance of recieving an item, and you could use another set of switches which determine the particular item won.

try to avoid a grid system man. as you said, too many triggers, and not enough strings. just have a location follow your main guy. if you make a 6x6 location, you could make another trigger which moves a different location to an enemy unit inside the location that follows your main guy. then you can structure your triggers around those 2 locations.

aah, i talk too much. cya!
Report, edit, etc...Posted by kholdstare on 2006-08-06 at 15:10:13
QUOTE(Falkoner @ Aug 6 2006, 09:42 AM)
Lolz, retards, just posting for mins... anyways, you could try just randomely putting them in a random battle when they are outside, have like most of the randomness be nothing, but have some of it be a random battle, and have a few waits to slow it down! Also, using 10 switches for randomizing is crazy, you know that right? Thats 100 dif outcomes, I'm not sure your map even has that many available units!

ADDITION:
Haaha, I have nothing better to do, so I'll help u again, hmm another way you could have it might be using death counters, just make them change whenever they go outside!

ADDITION:
Once again, nothing else to do, so, you could try... lolz, this will be very stupid and simple, just make it so a unit is constantly running across this thing, and when he gets to end, it randomely makes another dif unit run, and theres a random battle when he gets to the end! lolz,
[right][snapback]540782[/snapback][/right]


When I have 10 switches, I'm not saying that all the combos will have outcomes. Only a few (like 3) will have outcomes.

QUOTE(Electroid @ Aug 6 2006, 12:41 PM)
hey man, its good to see you want a nice fighting system in your map. i have some ideas for you, but firstly, how many different fight scenarios do you want? 10 switches will give you 1024 combinations. maybe you should just randomize 4 switches, which will give you 16 combinations.

i always recommend to RPG map makers to create spawning points. then, your character can build up as much experience/money as the player wants, and the map doesn't feel so empty subsequent to killing enemies. it also means you can go back and fight your desired enemies any time you like.

as for the fighting system, have you ever played the final fantasy maps where your hero is teleported to a fighting arena? yeah, well i don't like that system, but you may want to think about it.

you could think about assigning the computer players all with unique upgrade stats. therefore, the difficulty of the same unit varies between each computer player.

you could possibly randomize the amount of minerals recieved at the end of the battle, or you could randomize the possibility of recieving special items. for instance, there could be a 1/4 chance of recieving an item, and you could use another set of switches which determine the particular item won.

try to avoid a grid system man. as you said, too many triggers, and not enough strings. just have a location follow your main guy. if you make a 6x6 location, you could make another trigger which moves a different location to an enemy unit inside the location that follows your main guy. then you can structure your triggers around those 2 locations.

aah, i talk too much. cya!

[right][snapback]540873[/snapback][/right]


I don't like the idea of the FF system, for the map it will be empty except for the primary units and supports (non enemies). Thats why I need this so whenever I step into that location, it randomizes switches, and if it hits a possibility with an outcome, the outcome will activate. Also, I have this new idea of having a location follow my unit, and 1 big location for the area with enemies. The trigger will look like:

Players:
Player 1

Conditions:
Player 1 brings 'Primary Unit' to 'Area location'

Actions:
Randomize 10 switches
Wait 5000 milliseconds
Preserve trigger

Then my outcome trigger could be like:

Players:
Player 1

Condition:
Switch 1 is set
Switch 7 is set
Player 1 brings Primary Unit to 'Area Location'

Actions:

Create 1 'Enemy' and 'Location following Primary unit.
Preserve Trigger.
Report, edit, etc...Posted by Zeratul_101 on 2006-08-06 at 15:24:33
why are you guys talking about two locations, this could be done with one.

location = 1x1

***
players bring no hero to '1x1'
player commands at least 1 hero

center '1x1' on hero
randomize
***

then do your outcome triggers. they would then create the enemies at the 1x1.

just in case you're gonna say the location isn't big enough to spawn units in it. don't bother. location size has nothing to creating units. rather the amount of units filling a 6x6(?) invisible location of sorts does.
Report, edit, etc...Posted by Falkoner on 2006-08-06 at 17:09:46
Lolz srry about the 100 outcomes, accidently did 10 to the power of 2 instead of 2 to the power of 10, anyways, also with the 1 location thing, you could just have p9 zling burrowed all over, and when he passes over them theres a random battle! also, with 100 outcomes it would still be hard because u'd have to clear the switches for the outcomes that dont do anything
Report, edit, etc...Posted by fritfrat(U) on 2006-08-06 at 19:19:17
I'd personally do what zeratul suggested, checking to see if a battle starts every time you move. What I'd do is I'd do the randomizations so that they'd all add numbers to a death counter, varying with 1, 2, 4, 6, 8, 10, 15, 20 or something. Then, once that counter hits atleast 150, battle! Adds a little "you'll eventually hit it" aspect to it.
Report, edit, etc...Posted by Urmom(U) on 2006-08-06 at 19:57:15
You could even make it so that it does a battle for every random amount that you walk. You would make it so that you have to set a switch to start it (because you don't want a battle to start at the very beginning) and then for all of the outcomes, set a different amount of deathcounters. Then you can make it center a location on the main player's unit and when the unit is out of the location it subtracts a death counter. When there is 0 death counters and the switch is set then you can do the battle. Here's what it'd look like:

Switch 5 is cleared
Switch 1 is set
switch 2 is cleared
switch 3 is cleared
switch 4 is set
Playaer has suffered exactly 0 deaths of unit
------------
add 40 deaths for unit


Player brings exactly 0 unit to "Follow"
Switch 5 is cleared
--------
center location "follow" on unit
subtract 1 death for unit


Player has suffered exactly 0 deaths of unit
Switch 5 is cleared
-----------
battle
Set switch 5


Switch 1 is cleared
Player has suffered exactly 0 deaths of unit
----------
randomize switch 2,3,4
set switch 1


Switch 1 is set
Player has suffered exactly 0 deaths of unit
----------
randomize switch 2,3,4


Then you just have to clear switch 5 after the battle. Switch 5 is just a safeguard to make sure that you won't start another battle during a battle.
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