Sorry Guys, I am no longer working on the battle templete. I am however going to continue makeing Dragon Scape. I have found AGS to limiting and I cant do hat I want. I will be writeing everything myself. Sorry again.
Didja check this thread out?
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13649.0
I don't really understand the question being asked but all of this is possible in AGS it will just take a lot of scripting.
Since this is all rudimentary RPG stuff it would be easy. Keeping track of stats and all. Displaying it for the viewer is where the design and patience comes in. Seperate GUIs for everything and designing them and coding them, a large task indeed.
If you're new to AGS I'd try scaling back the features a little and just work on making the character move about and set up it's stats.
Hell if you're not new to ags I still suggest scaling back the features and adding them much later when you have a majority of just the core engine done.
eric
I am somewhat new to AGS. But I am not new to programming. Our game needs these and I am willing to work hard to make them. Even if it takes months. I have alot of time on my hands. I was just wanting to know if anyone hand any ideas how to make a battle system. If not I will go off of what I know. As I am not but about 50% familiar with AGS I dont know what would be better at makeing a Battle system.
I have checked that link out. I find it only contaning information regarding if it is posible to make one. Not how.
TheGoldeagle
You can use the Random(int max) script command, to make a battle system.
When its values are e.g. 1,3,5,7,9 then the monster hits the player.
When its values are e.g. 2,4,6,8 then player hits the monster.
And when player gets an armor, then maybe one possibility oh hit (e.g. 1) is disabled (because he will be stronger).
Well, you can place this code to repeatedly_execute, for to have a battle system like Quest for Qlory.
I think this script command will help you.
You won't tend to find instructions on "how to make a battle system" because they vary so widely from game to game, there is no generic battle system code - it really depends what you want to do.
Once you gain a good understanding of the script language, you'll work out how to create this sort of thing. It is certainly possible - various games have done it.
Have you thought to emulate Dungeon & Dragons battle rules to AGS?
With Random(int max) script function that i told you and some other things that you have represented (Hero's stats) i suppose it wouldn't be so difficult to be made.
I have not focused on just a set of "rules". I will be makeing this to be a gerneric battle sysytem that is fully costomizable by the user.
You can make it a bit turn-based.
You know, first e.g. the player attacks, then monster, then player....
It would be nice by this way too.
Personally i do not like Quest for Glory fighting style, in my opinion it is a little "flat". It would be better if it was turn-based.
Most likely it will be turn based with options as like:
Attack with sword, defend with shield, etc.
The mosnters will also randomly do difrent things includeing useing items on you.
You'll need to make a bunch of integers for the player's stats and stuff which can can display on a GUI with lables (when you open the GUI, set each lable to the guy's status) If you want the player's health or some other stat always above the guys head you can use a text overlay or raw functions. Check those out in the manual. You'll need integers for the monster's stats too and when you use an inventory item on him you can have a script like:
if(character[GetPlayerCharacter()].activeinv==x){//x is the
//weapon number
if(monsterarmour<damage){
monsterhealth=monsterhealth-damage+armour;
}
}
then when it's the monster's turn, you can do
int random=Random(3);
if(random==0){
{one possible attack here}
else if(random==1){
{another possible attack here}
and so on...
something like that should work, depending on how exactly you want it to work.
I like the idea of haveing the health over the user. I will look more into it. Thanks for the suggestion. I was planning on doind allmost exacly what you posted. Of course a little more in depth. I have yet to start scripting as I find creating a AGS plugin a little confusing. I however hope to start soon. Thanks again for the input. BTW the name of the plugin will be:
TheBP (The Battle Plugin)
AGS_TheBattlePlugin.dll
Would a .dll file be better or a templete with all coding in it?
I don't see why you need a plugin. All the stuff you mentioned can be done natively in AGS, it just takes some scripting knowledge. I think it would be much easier to script a battle system than it would be to write a plugin. Just keep working in AGS, and eventually you'll get more comfortable with it..
Im already in the final phases of my AGS RPG engine, Why make a plugin
Mabye you should download my game, it is an RPG that is turn based and used GUI's, you could probably tweak your own system so that different items/weapons would be available I am willing to give you a basic rundown of how it works if you are interested.... then you could tweak it....
here is the link to my website, the game (in progress) can be downloaded there, it is Batling:Ã, Rise to Power demo A
http://www.geocities.com/liberationcompany/liberationcompany.html
I will check yours out. However I will be writing my own. As fars as your RPG engine I will not stop createing mine jsut beacuse you have one "allmost done". I will write my as I need it. If I like yours whenever you relese it I might use it. However I will write my own untill then.
What? I was just saying its possible in scripting, not quit what your doing
I was not saying you said to quit. But you did say why not wait untill mine is out. There was no reason for you to say that that I could think of.
LostTraveler was simply stating that he's managed to write one with scripting, so it's not necessary to do as a plugin.
Also, TheGoldeagle, could you please check your signature image against the rules for sig image size (600x50 max).
I did not know it was a rule. Can you please show me were it says I must have it that size. I decresed the size a little. But anymore will make it messed up. I will work on getting a difrent longer one.
/me is too lazy to dig up rules.
Anyway, anything Pumaman said are rules.
In your profile, right by where you enter your signature, it says "NOTE: If you include an image in your signature, please ensure it is no larger than 600x50 pixels."
Plus, it's just really annoying for other users to have to load up and look at big images between posts ^_- As much as we'd all like big advertisements to our own games.
As for your battle system (I almost called it BS but... thought better of it), I'm making an RPG myself and am currently weeding out my own system. Like people have said, it's all possible in AGS and shouldn't -really- be that difficult once you're comfortable with the language and the way AGS works. What you do have to do is work out exactly what kind of system you want. By that, I don't mind visuals and what's displayed where... I could offer some advice if I knew more specifically what you were after.
For example, will this be turn based combat like in your typical Final Fantasy RPGs? ie. You encounter a battle and are taken to a particular room to battle in. Or will it be free roaming battle like a Zelda game (which is what I'm doing)? Or will it like as someone else mentioned, a QFG game in which you are taken to a seperate battle room like FF but it isn't turn based? There are a lot of different options. Of course, I understand you're after ideas but it's good to know which broad direction you're going in, then people can offer more specific ideas.
Please Read Top.
Quote from: Kinoko on Fri 20/08/2004 13:50:39
Plus, it's just really annoying for other users to have to load up and look at big images between posts ^_- As much as we'd all like big advertisements to our own games.
Yeah, (yes, I know my banner is like 10 pixels too high) and if people put three lines of text with a empty line between each in the signature too, it becomes five times as annoying...
AGS is NOT too limiting to make a battle system :/
Just a suggestion - maybe you'd like to change the title, so it doesn't sound so urgent (when I first saw it, I though AGS had undergone some major change due to some massive bug and the MODs hadn't even had time to make it sticky).
Hmmm, no, maybe you wouldn't, or you wouldn't have named it what you did, but at least supersede it with "Concerning the gattle system", or something.
And I'm with Hotspot - AGS is not too limited for a battle system. QFG4.5 has proved it, and Tierra are proving it, and there was an article on one of Vel's magazines teaching how to do one. Don't blame AGS if you can't think around corners and need more specific software.
AGS can make a battle system yes. I however cant find a way to make the game I want to with it. AGS is still the best game maker I have ever come across. I will still use AGS. I was just saying I cant make what I want with it.
A battle system is probably the hardest thing you can try and script with AGS, so I'd really recommend getting more practice doing other things before attempting it.
Second hardest! You forgot teh Thr33d33!