drayo10 Posted November 24, 2008 Author Share Posted November 24, 2008 Is it possible to make a script that if you attack or stand next to a monster, You and the monster teleport to a new area and battle in a turn based way?If so, is it possible to make the script so certain monster have more than 1 monster in the battle scene?If you have a script like this could I use it?If not, I'll try to make it myself. Link to comment Share on other sites More sharing options...
zade_o Posted November 24, 2008 Share Posted November 24, 2008 Uh. Technically that's possible. A whoooooooooole lot of scripting. I mean…a WHOLE lot. And no, nobody has a script like that. I'm putting turn based in as a option for duels in my game but not for monster fights... But this is a little too major for someone to script for you ... plus you'd have to have a map for every player online... Link to comment Share on other sites More sharing options...
Dark Crusade Posted November 24, 2008 Share Posted November 24, 2008 @Gh0st:> plus you'd have to have a map for every player online…and, I also assume that depending on the monster you engage battle in, and depending on the map your on, depends on what map you'll warp to? Unless everyone fights monsters on the same grassy meadow map. xD Link to comment Share on other sites More sharing options...
zade_o Posted November 24, 2008 Share Posted November 24, 2008 Well I was thinking you could just save a few things to an ini file for the player i.e.the monster indexthe map numberetc.then before you're warped to the new map, the tiles will be laid out according to your map number and the sprite will be placed according to the npc index number. It'd be really easy to implement once you have it working for one monster and one set of maps. Then just have like 2000 maps set aside and check the amount of players on each one until it finds an empty one each time a player runs into a monster. kinda simple. I kinda wanna try it rofl. Link to comment Share on other sites More sharing options...
Dark Crusade Posted November 24, 2008 Share Posted November 24, 2008 And obviously when the player warps, his previous co-ordinates would have to be written in an .ini. Would he warp back after he leaves the map he warps to, or when he kills the monsters? Might be tricky to check when all monsters are defeated? Link to comment Share on other sites More sharing options...
zade_o Posted November 24, 2008 Share Posted November 24, 2008 hmmm just use the commands to check the hp values of the NPCs on the map and yeh i forgot about his coordinates >.< Link to comment Share on other sites More sharing options...
Akselj Posted November 24, 2008 Share Posted November 24, 2008 What about before they are warped, save the map and co-ordinates, then on OnNPCDeath, use a getvar to get the map and co-ordinates, then use putvar to make the .ini empty, then warp player back. Simple, but should work. Link to comment Share on other sites More sharing options...
anasky Posted November 24, 2008 Share Posted November 24, 2008 Well, it's alot easier with coding if you make it RMXP-style.That's programmable quite easy (if you know how-to). Link to comment Share on other sites More sharing options...
zade_o Posted November 24, 2008 Share Posted November 24, 2008 Yeah basically it would boil down like this --player hits ctrl next to an enemy then: - player's x, y, and map number are saved to ini - npc index is saved to ini - find a "reserved map" that's empty - place the tiles for the backdrop according to what the original map number was (mountains, forest, underwater etc.) - let them fight (however you wanna do that…..) - everytime someone makes a move, check the hp of npc #1 on the new map and if it's less than or equal to 0, then do the same things in reverse basically. Link to comment Share on other sites More sharing options...
Jed Posted November 29, 2008 Share Posted November 29, 2008 this actually would require a source edit. if you were to script this, it would take forever. Link to comment Share on other sites More sharing options...
Gadget Posted November 30, 2008 Share Posted November 30, 2008 As for the Battlefield, set a Mask 2 Layer of your battle point in a White Circle, and the Rest Black.And then set Mask Layer 1 to a Mt., Field, sea, etc, and then find a script so that it will always take you to a vacant "MSK2" Map, and the the left black space will act as transparent, and block, so that it will show the attribute? Link to comment Share on other sites More sharing options...
zade_o Posted November 30, 2008 Share Posted November 30, 2008 Ezmek it doesn't need a source edit. Sadscript is perfectly capable of implementing this. I just showed how…. Link to comment Share on other sites More sharing options...
Jed Posted December 3, 2008 Share Posted December 3, 2008 oh, ok i missed that. Link to comment Share on other sites More sharing options...
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