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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Wed Apr 02, 2003 2:26 am Post subject: |
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Turn-based is like the REALLY old RPGs, where speed only decided who started first. After that, they just switched back and forth. Like Pokemon, I suppose. _________________ Preserve OHR history! Do it for the children! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Wed Apr 02, 2003 2:33 am Post subject: |
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And that is the only kind that you can make, unless you can properly adapt the ATB system so that it works with the wait command! |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Wed Apr 02, 2003 4:05 am Post subject: |
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Blazes Battles Inc. wrote: | After that, they just switched back and forth. |
Like I said, people could get the chance to attack twice before someone else does, and the order would get changed as the battle progresses. It isn't just switching back and forth between two people (or partis). _________________ Preserve OHR history! Do it for the children! |
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Bob360 Rusty Vet
Joined: 25 Mar 2003 Posts: 33
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Posted: Wed Apr 02, 2003 9:12 am Post subject: |
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I am actually working on two...
one being like sword of vamillion and it is completed (I like its fun)
the other is a 2d fighting system like old street fighter and its almost done |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Fri Apr 25, 2003 12:49 pm Post subject: |
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actually making the ATB system work can be done but the script for it will have tons of variables. and is a mouthful to work on and explain, i'm not sure if this works 100% of the time, but i will work to some extent.
for each character, after each wait have the script add the character's speed to their respective "Speed Variable" then after adding the speed to every character once, check each "Speed Variable" to see if it is or exceeds 1000 (for the sake of this example) if it does then that character shall attack, after the attack 1000 is subtracted from those character's "speed variable" that attacked.
to get around the problem of two characters attacking at the same time, can be done in two ways.
first way is kind of biased but is the best way to do it, make the chacters attack in a specific order, like hero1 then hero3 if they both had the exact same speed.
second way is not as biased but will end up using the first way in some situations, where if two characters both exceed 1000 on the same wait then whoever exceed it more shall attack first. if they are exactly the same then you'll need the first way. _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Fri Apr 25, 2003 10:56 pm Post subject: |
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Actually, they would never take a turn at the same time. Whoever had the first 'if (variable>=1000)' script would go first, because the script would read it first and thus do the commands inside of it before moving on to another 'if' statement. _________________ Preserve OHR history! Do it for the children! |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Sat Apr 26, 2003 7:04 am Post subject: |
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that's true, it didn't hit me 'til after i posted that _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sat Apr 26, 2003 7:08 am Post subject: |
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Yeah, but there are other scripts in the background. That particular script would not advanceuntil the "if" was completed, but the other scripts would still try to keep acting. Therefore, if one person was already attacking and another one decided to attack, the second one would end up losing his/her/its turn. Thus, we can see that a system must be made to determine when one should wait and another should go.
This is why I want a "wait for tag" command. |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Sat Apr 26, 2003 6:50 pm Post subject: |
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Only one script can be run at a time, though... James told me that after I kept getting bugs in a script that needed multiple playing at the same time. _________________ Preserve OHR history! Do it for the children! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sun Apr 27, 2003 9:01 pm Post subject: |
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No, that's incorrect. I've run multiple scripts many times, and had no problem. It's almost necessary for a custom battle system (in fact, I don't see how you could get by without it)! |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Sun Apr 27, 2003 10:15 pm Post subject: |
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Ah... I stated that wrong. You can TRIGGER more than one script, but multiple scripts can't be running at the same time, by which I mean one script can't be doing things in the game at the same time as another. When another script is triggered, the first is stopped and the second starts. When the second one stops, the first will pick up from where it left off. _________________ Preserve OHR history! Do it for the children! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Mon Apr 28, 2003 12:01 am Post subject: |
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Not really. A script that is working while another is will not stop. Instead, any actions it tries to take will not be properly triggered For example, in a custom battle system: one character is attacking, and another wants to at the same time; the second will not do anything, but, as far as it knows, it has already attacked. In some cases, the second actually would attack, and numerous bugs would follow. And yes, I have tested all of this, and it really does happen.
What would prevent this is what Flamer suggested. A way to tell the second character to wait until the first is done before attacking. I think a "wait for tag" command would be great for this very purpose, but it does not yet exist. If I knew how to properly use a "while" loop, then I could probably fake it and get back to you, but alas. |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Mon Apr 28, 2003 2:43 am Post subject: |
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There'd have to be some flaw in the script for it work like that; James himself told me only one script can be run at a time. I first had problems when I tried making a script take you from one map to another with a continuous loop; because the loop interrupted the first script, the game froze because suspend player was on and couldn't finish, and the loop never stopped... I asked on the FIRST (not the new one at Otaku) 'plotscripting help me message board' and that's what James said. _________________ Preserve OHR history! Do it for the children! |
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Blazes Battles Inc. I'm a chimp, not a
Joined: 25 Jan 2003 Posts: 505
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Posted: Fri May 09, 2003 6:12 pm Post subject: |
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What the hell is that post doing here?
There is a topic. Stay on it.
Except this thread is dead. So DEFINITELY don't post unless you have something to contribute.
EDIT: This post no longer makes sense because the above post was deleted, so please ignore it. _________________ Preserve OHR history! Do it for the children!
Last edited by Blazes Battles Inc. on Mon May 12, 2003 12:07 pm; edited 1 time in total |
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Cube Dimensional Traveller

Joined: 02 Feb 2003 Posts: 294
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Posted: Mon May 12, 2003 11:13 am Post subject: |
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Okay, from now on I'm deleting Loghecktech's posts if they have absolutely nothing to do with the thread.
Loghecktech, insult someone like that again, and I'm gonna ban you from the boards. |
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