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Stream of Consciousness - War Battles!

  • Marrend
  • 07/19/2018 05:35 PM
  • 1476 views
Alright. No more putzing around. Let's talk war battles. What do I need, at the very minimum, for war battles?

There's generally two sides to any given war battle. So, that probably means two WarBattle_Player objects, representing each side. Or... whatever I end up doing. Regardless, a WarBattle_Player consists of:
-an array that consists of WarBattle_Unit
This variable is probably going to be where most of the interaction happens. However, we probably need to issue commands, so...
-a variable that keeps track of commands given
It could be an array of commands given if each unit can be given a command. However, the thought in my head here is to issue a more army-wide command. Players would select a unit, and that unit would take the brunt of the damage, and be the one damaging the enemy units.


When selecting a unit to be on the front lines, players will probably want an effective unit. This isn't just a matter of having good stats, but, a unit's abilities should play a part as well. As for how stats affect the outcome, I'm probably going to use the standard attack formula for this game. As for abilities, let's go over the ones I've been considering.

-First Strike
This unit attacks without invoking a counter-attack. Triggers only on attack. The chances of this triggering is... I dunno.
Basis: "Charge" from Suikoden 5.

-Critical
This unit deals double damage when attacking. Trigger's only on attack. The chances of this triggering is probably the same as First Strike?
Basis: "Critical" from Suikoden 2.

-Evade
This unit avoids damage. Triggers on both attack and defense. The chances of this triggering is probably 10%, maximum.
Basis: "Evade" from Suikoden 2.

-Rest
This unit recovers lost troops. Triggers at beginning of turn. Restores 5% of the unit's maximum capacity.
Basis: "Rest" from Suikoden 5

-Toughness
This unit has 100 more troops available to it. Static ability.
Basis: "Heavy Armor" from Suikoden 2

-?
Not 100% sure what to call it, but, what about an ability that attacks all enemy units? Probably Rune-based. It would only trigger on attack, and the chances of it triggering might be, I dunno, 10%?

-?
I feel like there could be another static ability that might be cool?

-?
Suggestions? Perhaps there's an ability from the Suikoden series that I've temporarily totally forgotten about?


Other notes of interest:
Movement abilities, like "Fly" (Suikoden 2), or "Calvary" (Suikoden 2) will probably be irrelevant.

I think there's a static ability on Kasumi in Suikoden 2, I forget it's name, that shows what the chances are of dealing damage? Or something like that. Maybe I can turn that around, and return the damage multiplier? Hrm.

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
I figure checking unit status, both yours and the enemy's is gonna be a thing. I figure the basic structure would be similar...






...with the notable exception of NPC/enemy units not having any faces in it's window, as you can see.

There are, of course, functions that can set STR/DEF values for NPC/enemy units, though, the default functionality...

class Scene_Test < Scene_MenuBase
  def start
    super
    temp1 = WarBattle_Unit.new("Otherworld", "Magic", [39, 60, 70, 76, 77, 82])
    temp2 = WarBattle_Unit.new("NPC", "Footmen", [108, 108, 108])
    temp2.set_npc_stats
    @win_array = []
    @win_array.push(Window_WarBattleUnit.new(temp1))
    @win_array.push(Window_WarBattleUnit.new(temp2))
    @win_array[1].openness = 0
  end
end


...is what you're seeing here. With how this works now, faces of characters that are not recruited are skipped over. Kinda like how it skips over yet-to-be recruited characters in regards to shops. Which might be a little awkward, but, at this particular moment, I can live with this.
Zakariya
Every misdeed has its own punishment, and every good deed has its reward.
1174
It's nice to see some familiar faces there. XD

I like what you have so far. :3
Marrend
Guardian of the Description Thread
21781
It's occurring to me that I probably want a way to check units outside of war-battles. Which might mean another BGM? I dunno. However, there is a certain song...



...I can't get out of my head because of this thought. ;_;

*Edit: Well, the library doesn't have it's own BGM anymore. It was using Town of Wishes previously, but, I'm sure I had a certain other song...



...in mind when considering if the library would have it's own BGM.
Marrend
Guardian of the Description Thread
21781
Initial menu window for war-battles is done. I detected some lag when all characters were recruited, though. For player characters, they could have 12 units, each consisting of 6 characters. So, 72 characters applying stats, skills, or both. Stress tests indicate that somewhere around 7 units can be "filled" before the lag is noticeable. I might stretch it to 8 units, though, as I like even numbers, and the lag doesn't seem that terrible? Though, if limit myself to that many units, I'll have to do some thinking. Some cuts, I probably won't mind, but, others might be really hard to make the call on. It'll be just like building a Commander deck! *nervous laugh*

Checking unit-status outside of war-battles is also done. The process is similar to checking unit-status inside of a war-battle, except there's no menus to navigate. Sweet!

At some point, I will want to do some mock tests regarding dealing damage. However, I'm disinclined to work on anything that for now. Though, I might want to re-focus on releasing something for you guys to fool around with. In that regard, I might want to sprinkle a few more recruits in here for you to get. Nothing terribly fancy, mind, but, something.
Pages: 1