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STREAMLINING TECHNIQUES

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Okay, lemme explain something. I now work at Amazon, anywhere from 40-60 hours a week. Most of my free time is spent resting, or just taking care of life. I won't ask anyone to become my developer and do the work I'm about to propose. But if you can help me work on a solution, that'd be different.

So, anyway, I have monster techniques (basically, they're monster attack skills, but they can't be reflected) for the game Tales From The Reaper. They are random damage, done by switch, and set up so the switch in question also determines "immunity" to certain attacks. The system works, and you can check out the code if you're interested.



Just one problem. In order to make this work with multiple enemies (some of which have the same attack type, just a different damage counter), I'm having to make loads and loads of pages, each with their own attack. It's bringing the game to a grinding halt, and that's without amazon. I can't run a simple copy paste deal, because each monster has different stuff, from battle animation to damage/accuracy, to loads and loads of switches so two different monsters can cast Fire, and have it deal different damage.

In short, I need to have some means of offsourcing the battle event, so rather than making a damage thing for each monster skill (they have a few, and there are even without much variety, supposed to be 7 chapters worth of monsters. It's creating trouble even with 5 or 7 monsters per chapter), the damage thing is set up to preload a range based on variable or something (like Damage type 1, use 5-15. Something like that. Can someone help with this process?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You can call a common event from a battle event in RM2K3, though it'll crash if the common event tries to do an event command that isn't available to battle events (like a class change, or a conditional branch that checks if an item is in your inventory).

I recommend moving as much of the code as possible to common events if your battle events are getting ridiculous. If you have the same enemy in multiple enemy groups, this should probably save you a lot of effort?

You can also get around the "fire does different damage from different monsters" thing by just having one event per enemy group that saves all the monsters' stats to variables each round (since buffs or debuffs can change stats mid-battle). The common events can then do calculations based on those variables to determine the damage. The common event won't even need to know what battle you're in - just that enemy #3 is trying to cast fire and has 72 intellect. You can then use that common event to calculate damage any time any enemy casts fire.

The actual battle events will still need to be used to actually deal damage and show animations, though, I think. Those event commands aren't available to common events. But you don't have to do that individually for each enemy group. You could store the ID of the spell being used to a variable, and then just have one mega-battle-event that has a hundred conditional branches for different spell IDs. The conditional branches would be used to show the correct animation based on the spell ID stored in the variable, and then the correct amount of damage would be dealt based on the damage value calculated by the common event (and stored in its own variable). This mega-battle-event could then be copied and pasted to each enemy group.
Wait, ummm how do I track which character attacked though? Is it (if Monster is able to act)? Mkay, that does seem to work for one monster. I'll try to slim that down a bit, and we may have something to work with. Attack is the stat for physical, Intelligence for magical. Mmmm, this doesn't seem to work (it defaults to the last in the sequence, since both can act under normal circumstances)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Checking if the monster is able to act just checks if it's dead or has status ailments that prevent it from acting. It doesn't check to see if it's that monster's turn.
I would have the monsters use skills that turn on switches. If you have three monsters, they can each turn on a different switch. Then you know which one attacked. If you have three centipedes in one battle, you'll need three centipede enemies, with identical stats but different skills. The different skills can turn on different switches. I was assuming you were already tracking their actions this way, since you said the skills were done by switch. Otherwise I'm not sure how you were calculating how much damage to do in the first place.
I think I got it. I'm keeping the different switches, but having the stat thing, plus a common event that does +(range). I've got up from 0-10, to 0-3000. It's a fairly easy edit, even with multiple pages.
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