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placing rpg foes

#1 User is offline   merder 

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Posted 15 October 2006 - 08:24 AM

I'm writing an rpg game but now i'm wondering what's the best way of placing the enemies.
currently i'm using copy block(might become mzm's). thats great for drawing but now i'm kinda stuck i want an easy way of telling the enemy robot(s) wich is attacked and making it easy for the player to see.
currently i'm sing hunreds of counters. and i want a more engine friendly way.

unfortunately i can't extract he robot(forgotten to save and auto backups are already overwritten ;) )
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#2 User is offline   Dr Lancer-X 

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Posted 15 October 2006 - 08:39 AM

I like to have RANDOM BATTLE ENCOUNTARS

There's no real gameplay reason for it, but it's like 100x easier.
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#3 User is offline   KKairos 

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Posted 15 October 2006 - 08:39 AM

Can you explain what you're trying to do / what your situation is a bit differently? I'm honestly a bit lost.
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#4 User is offline   merder 

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Posted 15 October 2006 - 09:06 AM

ok i'm trying to make it random but encountering is already written but now the battle placing itself. lets say the party encounterd 3 inportable snowman and 2 penguings(yes its for my christmas rpg(and its not only my rpg (that i think you already knew ;) ))).
my idea was an single counter with the info of wich enemies youve exactly encounterd. and few couners(but just a important) telling attack hp, def, blabla(you know wich i mean right?)
and then my problem comes what is the best way of giving theman place on te battle field.
does this help?
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#5 User is offline   Koji 

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Posted 16 October 2006 - 01:17 AM

Okay

Heres what you gotta do

You MUST figure out how to index the enemies in the battle

I am enemy 1
I have to make sure all my counters start with "enemy1"
so you get enemy1hp, enemy1str etc etc

similaraly if I am enemy 2 all my counters start with "enemy2"

a way to do this is when a robot gets his ACTIVATION code for the battle he goes

set "&counter&stat" to "my stat"
etc
inc "counter" 1

And then send a signal to another robot who will then send the player to the battle screen. and at the end of the battle the indexing counter will be returned to 0 for preperation for the next encounter

The teleporting bot should wait a couple cycles so that there are more enemies than just one most of the time or something... anyway

Good luck!
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#6 User is offline   CHEZZY 

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Posted 16 October 2006 - 05:55 AM

I know what you are saying Koji, but it would take a lot less time if you just use local1, local2 etc commands wouldn't it? But by now merders probably already made the robots so don't mind me.
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#7 User is offline   Dr Lancer-X 

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Posted 16 October 2006 - 06:44 AM

CHEZZY, on Oct 16 2006, 03:55 PM, said:

I know what you are saying Koji, but it would take a lot less time if you just use local1, local2 etc commands wouldn't it? But by now merders probably already made the robots so don't mind me.

Er, why would you use local counters? Those would only be useful if you have a separate robot for each enemy.. which would be silly, so let's not go into that =p
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#8 User is offline   CHEZZY 

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Posted 16 October 2006 - 06:48 AM

Oh sorry I didn't know you were using a single robot... guess I didn't know what koji was saying then, heh.
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#9 User is offline   Dr Lancer-X 

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Posted 16 October 2006 - 06:50 AM

I didn't think Koji's explanation really answered merder's question. Then again, I probably don't understand Koji's explanation either. Or even merder's original question. Could someone please tell me what's going on here? ;)
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#10 User is offline   CHEZZY 

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Posted 16 October 2006 - 07:02 AM

(merders (making (a (game))))
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#11 User is offline   merder 

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Posted 16 October 2006 - 08:33 AM

koji i already have an enemy stat system. with "foe1hp", "foe1def" etc. bu whe i ie to place them in he field itself i'm kinda lost. quite a couple of times i've overwritten enemy chars. even someimes it actually was created under the battle menu or over the psrty members. so how do i PLACE the enemies them self. and wat is he best way to make an target arrow(that tells wich is your target enemy for that action ;) )
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#12 User is offline   Koji 

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Posted 16 October 2006 - 11:05 AM

Okay, for placing the enemies, you have to put down a robot, and then program it.

Copying a robot and placing it again DOESN'T WORK

Because each robot has to have these unique counters in the battle screen and theres a possibility you'll get two duplicates in the same battle resulting in inevitable glitches.

You have to make them assign their stats to counters ON THE FLY, right when there's a call to go to the battle screen each enemy within the battle range of the player must then store their counters in a way that each of the stat sets and what type of enemy go to each stat set is preserved.

NOTE: I am ASSUMING from your previous posts that you are trying to make a battle encounter system somewhat similar to zelda 2, where some enemy icons show up or are placed and move around till some are close enough to the player to initiate battle.

If this is not the case get someone to help you write your posts, if you must, so we can understand what you are asking.

EDIT:

oh I get it when you say place the enemies you mean on the BATTLE screen not on the field.

Okay when you're in the battle screen you should have precalculated positions where you place each enemy either in the case of an FF system where they are static and they alwasy show up in the same place or where they are relative to their location on the screen or random, whatever, by the time you get to the battle screen you should have locations where you place the enemies

What kind of RPG game are you making? FF-style? or something else?

This post has been edited by Koji: 16 October 2006 - 11:08 AM

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#13 User is offline   Exophase 

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Posted 16 October 2006 - 11:33 AM

CHEZZY, on Oct 16 2006, 02:02 AM, said:

(merders (making (a (game))))

(((i hate scheme)))

Just kidding. I love Scheme.
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#14 User is offline   merder 

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Posted 16 October 2006 - 04:04 PM

Koji, on Oct 16 2006, 11:05 AM, said:

Okay, for placing the enemies, you have to put down a robot, and then program it.

Copying a robot and placing it again DOESN'T WORK

Because each robot has to have these unique counters in the battle screen and theres a possibility you'll get two duplicates in the same battle resulting in inevitable glitches.

You have to make them assign their stats to counters ON THE FLY, right when there's a call to go to the battle screen each enemy within the battle range of the player must then store their counters in a way that each of the stat sets and what type of enemy go to each stat set is preserved.

NOTE: I am ASSUMING from your previous posts that you are trying to make a battle encounter system somewhat similar to zelda 2, where some enemy icons show up or are placed and move around till some are close enough to the player to initiate battle.

If this is not the case get someone to help you write your posts, if you must, so we can understand what you are asking.

EDIT:

oh I get it when you say place the enemies you mean on the BATTLE screen not on the field.

Okay when you're in the battle screen you should have precalculated positions where you place each enemy either in the case of an FF system where they are static and they alwasy show up in the same place or where they are relative to their location on the screen or random, whatever, by the time you get to the battle screen you should have locations where you place the enemies

What kind of RPG game are you making? FF-style? or something else?

half ff (chars on oppisite place)(so the party on left foes on the right.).
and becouse there are more ten one enemy at once possible there will be an arrow indicating the target(that one brings the most headache).
alright ere is a litle ascii graph showing my prob.

legend: # foe A arrow T target P pary member

lets say they are placed like this.

...P..............#
.P.................
.P................#
...P...............

after chosing the attack command i get this
...P..........T....#
.P...................
.p.............A..#
...P................

i've tried rechecking the location code nope
rewriting the arrow section nope
giving an seperate robot the code nope
sorry but the code for the arrow is deleted and the seprate robot too.

the problem with placing foes is somewhat simular it just seems to gnore counter names or uncounterd location code ;)
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#15 User is offline   Koji 

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Posted 17 October 2006 - 03:02 PM

well keeping a list of enemies is a good start, somewhere you should have the number of enemies and either their counters should be incrimentally indexed or you should have an index list to refer too.

I think you have your counters incrementally indexed.

So for every foe, make sure you have a counter for it's X and Y location on the board

from there when you are selecting a target simply place the arrow at(Foe#x - 3),(foe#y) and when you get an up arrow or down arrow input edit the # (using a counter of course).
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