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Game Commands



Everything is a command here, and you can assign them anywhere. Commands will be assigned to specific characters to enable them to use those commands. The script will let you add and remove commands from characters on the fly.

Everything actually done in battle is a Skill. Whenever a menu for a character to take action comes up, all their possessed skills are listed and filtered. Skills can be set to a specific command here (like magic, technique, or attack) and then they will only show up in the list for that command. Skills can also be filtered by element.

Elements have the familiar "link to weapon type" flag so that the character must have a weapon equipped that has all the same weapon types as the skill for the skill to appear. If the character is dual wielding weapons and one of them doesn't have all the required elements the character will only attack with the one that does.

If the list result has only one skill in it, selecting the command immediately proceeds to selecting a target or taking action. The user is shown what this only skill is when hovering over the command. This is how the "Attack" command is made- you then define the skill that represents a basic attack. This unifies all the battle calculations so there is simply an action and an effect. You could get rid of "basic attack" by just having a variety of skills.

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The idea is that using the attack command doesn't makes a "scripted attack effect", but instead it performs a vanilla skill, "Attack". So, maybe some weapons can change which skill does the attack command perform.


Then have a vanilla "Attack" skill for each weapon element. It will filter so that there's only one of these skills matching the command (Attack) and the element for the current weapon at a time.
For battle effect I meant everything. From animation, to damage (or recovery), state changes, event activation... Anything that can be used in a skill, make it apply to the weapon.

The idea is that using the attack command doesn't makes a "scripted attack effect", but instead it performs a vanilla skill, "Attack". So, maybe some weapons can change which skill does the attack command perform.

It's the way OHRRPGCE manages weapons. I liked it, so just I wanted to mention it.
No problem, yeah I did the bare minimum amount of work the editor would let me do.

Nice work!
It's crashing because you didn't put anything in for game author or game title. Fill those fields out under project settings and try again.

Thanks for finding that, I'll add some sort of safeguard for the next release.
Sure thing, I put the log, along with the 2xg file, together into a zip. I'm on Windows 7, so I found it just fine.

I uploaded the files to my locker for now, linky.

Chain of Events: I simply just created a new project (with the default settings), added a start location, added some grass, and hit testplay. I also looked at the various settings in the editor, but made no other changes aside from the one's mentioned.

Let me know if you need my assistance.
Do you assign skills to weapons as their battle effect? And maybe have these weapons have a secondary/random skill. Or several =D!. Or defined by conditions...

I assume by "battle effect" you mean the effect animation. There will be an option in the skill you use to also play the weapon's effect (at the same time, or first).

Is this test playable yet? The reason I ask is because it crashes anytime I try to testplay it. I can provide specific information if it is supposed to be.

Open C:\Users\<Your Name>\AppData\Roaming\rpg20xx\log.txt and show me its contents. You can also send me the .2xg (zip it first) and I can see if it crashes for me.

(The above file is in a different location if you're using Windows XP)
Is this test playable yet? The reason I ask is because it crashes anytime I try to testplay it. I can provide specific information if it is supposed to be.
Do you assign skills to weapons as their battle effect? And maybe have these weapons have a secondary/random skill. Or several =D!. Or defined by conditions...

I'm just throwing ideas out. I hope you don't mind.
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