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mr_wiggles
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Panic state sounds nice, and yea your not the only one that says it looks odd.
And my thought behind the party members following you is that they are dead true, but still in your party. And instead of simply disappearing and then reappearing out of no where when revived kinda just dragged around.
Gameface and i have thought about the idea of the corpses staying where they died and you'd have to go back and revive them with an item instead.
And @attacker variable is used for party members and just generic AI. But adding a state on top of it for panic will require some tuning of the AI definitions, and i'll tell ya they where confusing to put into place writing from scratch. :p
And my thought behind the party members following you is that they are dead true, but still in your party. And instead of simply disappearing and then reappearing out of no where when revived kinda just dragged around.
Gameface and i have thought about the idea of the corpses staying where they died and you'd have to go back and revive them with an item instead.
And @attacker variable is used for party members and just generic AI. But adding a state on top of it for panic will require some tuning of the AI definitions, and i'll tell ya they where confusing to put into place writing from scratch. :p
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mr_wiggles
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Still working on this at version 0.91 fixing up lil snippets and adding advanced debugging tools for developers looking to use the system in there games.
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G@MeF@Ce
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heck'yeah! should you have a need for any original resources... lemme know +
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supercow
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yeah if you have need for some resource to be made give me a pm
i seem to recall this, and not quite remember it at the same time, i hate my memory
i seem to recall this, and not quite remember it at the same time, i hate my memory
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mr_wiggles
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Updated! :DLooking for demo mates, super cow, , or any one else interested, was wondering if would like to help in a tutorial game to showcase and help people use the features. Was thinking a military boot camp and your a recruit learning the basics of war and at the end thrown into the battle field in a mini game wave attack. anyone interested in the system contact me. Wait a tick, we could just finish grave walker :p
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Bump for updattes! moved all the modules into their respective classes and will begin the move into a more stable system. Beta has now arrived.
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supercow
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nice , although i dont really understand about scripting, but its great you made progress ;D
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mr_wiggles
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Sowing the system together into a more uniformed layout easy to read. progress done today 1.2 Will up load when more has been done.
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Updated original post, fixed being attacked after death, fixed member swapped to no-one after game event command party change, fixed projectile old command over write error. Overall more organized system.
Enjoy tinkering!
*back to work....
Enjoy tinkering!
*back to work....
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LiTTleDRAgo
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bug report
opinion
- the enemy response is absurdly slow
- at the map 003:Feild (50 x 50), the grass tile is not passable, player can't leave the road, is that intended?
- 20MB filesize is just too large
also
opinion
- the enemy response is absurdly slow
- at the map 003:Feild (50 x 50), the grass tile is not passable, player can't leave the road, is that intended?
- 20MB filesize is just too large
also
- Game_Enemy fix:
- Code:
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemies. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# * Object Initialization
# troop_id : troop ID
# member_index : troop member index
# name chamged but sript un-altered.
#--------------------------------------------------------------------------
def initialize(troop_id, member_index)
super()
@troop_id = troop_id
@member_index = member_index
troop = $data_troops[@troop_id]
@enemy_id = troop.members[@member_index].enemy_id
enemy = $data_enemies[@enemy_id]
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
@hp = maxhp
@sp = maxsp
@hidden = troop.members[@member_index].hidden
@immortal = troop.members[@member_index].immortal
end
alias_method :initialize_rtp_origonal_ene, :initialize
#--------------------------------------------------------------------------
# * Get Enemy ID
#--------------------------------------------------------------------------
def id
return @enemy_id
end
#--------------------------------------------------------------------------
# * Get Index
#--------------------------------------------------------------------------
def index
return @member_index
end
#--------------------------------------------------------------------------
# * Get Name
#--------------------------------------------------------------------------
def name
return $data_enemies[@enemy_id].name
end
#--------------------------------------------------------------------------
# * Get Basic Maximum HP
#--------------------------------------------------------------------------
def base_maxhp
return $data_enemies[@enemy_id].maxhp
end
#--------------------------------------------------------------------------
# * Get Basic Maximum SP
#--------------------------------------------------------------------------
def base_maxsp
return $data_enemies[@enemy_id].maxsp
end
#--------------------------------------------------------------------------
# * Get Basic Strength
#--------------------------------------------------------------------------
def base_str
return $data_enemies[@enemy_id].str
end
#--------------------------------------------------------------------------
# * Get Basic Dexterity
#--------------------------------------------------------------------------
def base_dex
return $data_enemies[@enemy_id].dex
end
#--------------------------------------------------------------------------
# * Get Basic Agility
#--------------------------------------------------------------------------
def base_agi
return $data_enemies[@enemy_id].agi
end
#--------------------------------------------------------------------------
# * Get Basic Intelligence
#--------------------------------------------------------------------------
def base_int
return $data_enemies[@enemy_id].int
end
#--------------------------------------------------------------------------
# * Get Basic Attack Power
#--------------------------------------------------------------------------
def base_atk
return $data_enemies[@enemy_id].atk
end
#--------------------------------------------------------------------------
# * Get Basic Physical Defense
#--------------------------------------------------------------------------
def base_pdef
return $data_enemies[@enemy_id].pdef
end
#--------------------------------------------------------------------------
# * Get Basic Magic Defense
#--------------------------------------------------------------------------
def base_mdef
return $data_enemies[@enemy_id].mdef
end
#--------------------------------------------------------------------------
# * Get Basic Evasion
#--------------------------------------------------------------------------
def base_eva
return $data_enemies[@enemy_id].eva
end
#--------------------------------------------------------------------------
# * Get Offensive Animation ID for Normal Attack
#--------------------------------------------------------------------------
def animation1_id
return $data_enemies[@enemy_id].animation1_id
end
#--------------------------------------------------------------------------
# * Get Target Animation ID for Normal Attack
#--------------------------------------------------------------------------
def animation2_id
return $data_enemies[@enemy_id].animation2_id
end
#--------------------------------------------------------------------------
# * Get Element Revision Value
# element_id : Element ID
#--------------------------------------------------------------------------
def element_rate(element_id)
# Get a numerical value corresponding to element effectiveness
table = [0,200,150,100,50,0,-100]
result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
# If protected by state, this element is reduced by half
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# End Method
return result
end
#--------------------------------------------------------------------------
# * Get State Effectiveness
#--------------------------------------------------------------------------
def state_ranks
return $data_enemies[@enemy_id].state_ranks
end
#--------------------------------------------------------------------------
# * Determine State Guard
# state_id : state ID
#--------------------------------------------------------------------------
def state_guard?(state_id)
return false
end
#--------------------------------------------------------------------------
# * Get Normal Attack Element
#--------------------------------------------------------------------------
def element_set
return []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (+)
#--------------------------------------------------------------------------
def plus_state_set
return []
end
#--------------------------------------------------------------------------
# * Get Normal Attack State Change (-)
#--------------------------------------------------------------------------
def minus_state_set
return []
end
#--------------------------------------------------------------------------
# * Aquire Actions
#--------------------------------------------------------------------------
def actions
return $data_enemies[@enemy_id].actions
end
#--------------------------------------------------------------------------
# * Get EXP
#--------------------------------------------------------------------------
def exp
return $data_enemies[@enemy_id].exp
end
#--------------------------------------------------------------------------
# * Get Gold
#--------------------------------------------------------------------------
def gold
return $data_enemies[@enemy_id].gold
end
#--------------------------------------------------------------------------
# * Get Item ID
#--------------------------------------------------------------------------
def item_id
return $data_enemies[@enemy_id].item_id
end
#--------------------------------------------------------------------------
# * Get Weapon ID
#--------------------------------------------------------------------------
def weapon_id
return $data_enemies[@enemy_id].weapon_id
end
#--------------------------------------------------------------------------
# * Get Armor ID
#--------------------------------------------------------------------------
def armor_id
return $data_enemies[@enemy_id].armor_id
end
#--------------------------------------------------------------------------
# * Get Treasure Appearance Probability
#--------------------------------------------------------------------------
def treasure_prob
return $data_enemies[@enemy_id].treasure_prob
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
return $data_troops[@troop_id].members[@member_index].x
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return $data_troops[@troop_id].members[@member_index].y
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
#--------------------------------------------------------------------------
# * Escape
#--------------------------------------------------------------------------
def escape
# Set hidden flag
@hidden = true
# Clear current action
self.current_action.clear
end
#--------------------------------------------------------------------------
# * Transform
# enemy_id : ID of enemy to be transformed
#--------------------------------------------------------------------------
def transform(enemy_id)
# Change enemy ID
@enemy_id = enemy_id
# Change battler graphics
@battler_name = $data_enemies[@enemy_id].battler_name
@battler_hue = $data_enemies[@enemy_id].battler_hue
# Remake action
make_action
end
#--------------------------------------------------------------------------
# * Make Action
#--------------------------------------------------------------------------
def make_action
# Clear current action
self.current_action.clear
# If unable to move
unless self.movable?
# End Method
return
end
# Extract current effective actions
available_actions = []
rating_max = 0
for action in self.actions
# Confirm turn conditions
n = $game_temp.battle_turn
a = action.condition_turn_a
b = action.condition_turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
# Confirm HP conditions
if self.hp * 100.0 / self.maxhp > action.condition_hp
next
end
# Confirm level conditions
if $game_party.max_level < action.condition_level
next
end
# Confirm switch conditions
switch_id = action.condition_switch_id
if switch_id > 0 and $game_switches[switch_id] == false
next
end
# Add this action to applicable conditions
available_actions.push(action)
if action.rating > rating_max
rating_max = action.rating
end
end
# Calculate total with max rating value at 3 (exclude 0 or less)
ratings_total = 0
for action in available_actions
if action.rating > rating_max - 3
ratings_total += action.rating - (rating_max - 3)
end
end
# If ratings total isn't 0
if ratings_total > 0
# Create random numbers
value = rand(ratings_total)
# Set things that correspond to created random numbers as current action
for action in available_actions
if action.rating > rating_max - 3
if value < action.rating - (rating_max - 3)
self.current_action.kind = action.kind
self.current_action.basic = action.basic
self.current_action.skill_id = action.skill_id
self.current_action.decide_random_target_for_enemy
return
else
value -= action.rating - (rating_max - 3)
end
end
end
end
end
#end
#==============================================================================
#--------------------------------------------------------------------------
# Script by: Mr Wiggles
#==============================================================================
#class Game_Enemy < Game_Battler
attr_accessor :respawn, :type, :weapon, :sight, :hear, :atkspeed, :team
#--------------------------------------------------------------------------
def initialize(troop_id, member_index, *args)
unless (abs = args[0]).is_a?(Array)
return initialize_rtp_origonal_ene(troop_id, member_index)
end
args.size == 8 && abs = args
@enemy_id = abs[0]
if abs[1] == 0 # no weapon? make fists...
@weapon = ABS_Weapon.new(animation2_id)
@weapon.name = "Fistacuffs"
@weapon.type = 0
@weapon.mash_time = WaitTime.hsec
@weapon.max_dist = 1
else
@weapon = $data_absweps.include_wep?(abs[1])
end
@respawn = abs[2]
@type = abs[3]
@team = abs[4]
@sight = abs[5]
@hear = abs[6]
@atkspeed = abs[7]
super()
@hp = maxhp
@sp = maxsp
end
end
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