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| Turn Based Battle http://web.miragesource.net/forums/viewtopic.php?f=210&t=4986 |
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| Author: | Anthony [ Tue Jan 20, 2009 2:49 am ] |
| Post subject: | Turn Based Battle |
Looking more so just for ideas and hints as how to go about doing this in MS. I thought there was a topic talking about it before but I couldn't find it |
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| Author: | Labmonkey [ Wed Jan 21, 2009 9:53 pm ] |
| Post subject: | Re: Turn Based Battle |
you want like turn based tactile or turn based like pokemon? |
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| Author: | Anthony [ Wed Jan 21, 2009 10:23 pm ] |
| Post subject: | Re: Turn Based Battle |
Turn based like Pokemon, I talked to Dugor a bit and got some ideas, but can always here more |
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| Author: | Forte [ Thu Jan 22, 2009 2:01 am ] |
| Post subject: | Re: Turn Based Battle |
I'm pretty sure someone released a Pokemon based game source, which included a very minor Turn table based system, wasn't to serious but it was a very good start. I'll look for it and reply if I find it |
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| Author: | Asrrin29 [ Thu Jan 22, 2009 7:23 am ] |
| Post subject: | Re: Turn Based Battle |
instead of NPC's, youd have a tile that had a random chance to cause battle. once that chance succeeds, flag the character as untouchable by everyone else in the game until the fight is over, but you could choose to keep chatting available, etc. as for the character's sprite, either make a place holder letting someone know they are battling on that tile or make 'em disappear. also make sure other players can pass through the player. actual battle system would be something to think about more, but once it's over, flag the character back to normal. |
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| Author: | Matt [ Thu Jan 22, 2009 6:27 pm ] |
| Post subject: | Re: Turn Based Battle |
Might I suggest having the battle in another window, so to speak, so that you can still see yourself on the map and what's going on around you, allowing you to chat and what not. Make the character passable, so just in case you got into a battle in a place where someone would need to get through, they can. |
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| Author: | Anthony [ Thu Jan 22, 2009 10:19 pm ] |
| Post subject: | Re: Turn Based Battle |
Asrrin, everything you said I already had xD. Currently I can walk around on my tile_type which then does a Int(Rnd * 5) + 1 right now and if it is 1 then it goes ahead and tells the client to load the battle screen as well as setting a TempPlayer.InBattle to YES. I will also be doing a little bubble thing above the sprites when they are in battle. That's all the easy stuff Matt, the battle window will be separate so you can still chat and see what's going on around you etc. Passable sprites will be a definite yes. Forte, I thought there was as well, but I looked through the forums and 9 pages of search results for it but couldn't find it All the simple stuff is done. Honestly now though, I don't have a clue where to go from here haha. |
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| Author: | Labmonkey [ Thu Jan 22, 2009 11:16 pm ] |
| Post subject: | Re: Turn Based Battle |
pvp would be harder then npc v p, but pretty much the same concept. With npc v p, first bring up a screen for the player where they can choose skills to use. When they pick one disable the skills and send it to the server, which will depending on the skill lower npc hp etc etc. Send packets back with the lowered hp, and also decide the npc's attack, and send it over/calculate the damage. When the client gets the npc attack packet, reenable the attack buttons, and it starts over again. Just do some checks to see if one dies and end the confrontation. |
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