Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: elementalhero76 on December 30, 2006, 08:13:08 PM

Title: Air ship battles
Post by: elementalhero76 on December 30, 2006, 08:13:08 PM
How do you do this? Is it hard? I can do it even if it is.
How do you encounter monsters in the air when you are on an airship since you are no longer on the ground?
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Post by: WarxePB on December 30, 2006, 08:40:43 PM
Yes, please specify what exactly what you mean by "airship battles".
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Post by: Krynth on December 30, 2006, 08:52:26 PM
what like getting in the vehicle airship and getting in fights as if you were on land? why not make it sorta like abs and have a bunch of ariel monsters flying around...
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Post by: ZeroKirbyX on December 30, 2006, 08:53:28 PM
Like in Skies of Arcadia?
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Post by: Shadowless1 on December 30, 2006, 09:07:13 PM
start at conditional branch > vehicle, then do your custom random encounter
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Post by: elementalhero76 on December 30, 2006, 09:21:18 PM
Ok so under conditional branch set if in airship
Put the enemy encounter handler with as many groups as i need? Will they do it just once or doo i need to do somthing else?
ok iam not making sense again here is the image.

Ok if am in the airship and when flying around, does this work to make me encounter as if I was walking on land or moving about at sea?

Ok scratch this. this example just throws all the monsterencounters at me at one and making an area doesnt work because it overwrites my curent monster battles that already exist.
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Post by: Shadowless1 on December 30, 2006, 09:57:47 PM
here is what i think should happen:

the event commands are different cause im using version 1.09
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Post by: elementalhero76 on December 30, 2006, 10:04:36 PM
I got  rpgmaker2k3 v. 1.08 so i dont know what the other lines are execpt fork which is my conditional branch.

push key is action key right?
what is ch varible?
All I have is varible operations.
else case is else handler i got that.

Is the ch varible [0018]setu, randm {1*100}
my number of monsterencounters?
What is [0018] -10 for?

can some one please show me this in rpgm2k3?
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Post by: SilverBlade on December 31, 2006, 09:49:38 AM
Here you go ;)
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Post by: Shadowless1 on December 31, 2006, 09:05:30 PM
did that work?
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Post by: drenrin2120 on January 01, 2007, 12:34:38 AM
You'll have to make an event that'll detect whether or not the player is moving for that to work. It'd be pretty stupid if the player wasn't moving and then entered a random battle.

To do this you'll need to be able to grasp variable and X and Y coordinates.
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Post by: Shadowless1 on January 01, 2007, 10:23:33 AM
o thats easy no x and y needed, just you key iput
 do a this:

basically do your conditional branch if your riding airship etc... if the variable = 1,2,3 or 4

so then it will do that when direction key is held down

(remember to not tick wait til key pressed on keyinput processing)
Title: Possible other Solution
Post by: FHZebedee on January 02, 2007, 06:03:49 PM
I personally favor creating a bunch of invisible midair (Layer: Above Hero, IIRC) events set to move randomly and trigger an encounter when touching hero. After the encounter, delete events. It's simplistic, quick, and works fairly well.
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Post by: coasterkrazy on January 02, 2007, 06:17:56 PM
What dren was talking about is the only possible way for this to work, as I've created custom random battles myself. FHZebedee's way will too if that's how you want to do it, but most prefer them to be actually random. There was a tutorial on this... let me go look it up.

EDIT: Found it. http://charas-project.net/forum/showthread.php?threadid=14532&forumid=29&catid=6
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Post by: elementalhero76 on January 04, 2007, 03:53:13 PM
thanks coaster crazy I'll look at it, if it proves tooo much for my abilities I'll just abandon this attempt at this.

FHZebedee's solution was good but too many events in the sky will slow everything down.

SilverBlade's is good but only allows for one type of enemy encounter unless I make another branch for a different set of values.
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Post by: DragonBlaze on January 04, 2007, 04:50:09 PM
Personally, I'd just make a custom airship. Have it an event on the map, once you touch it, it changes the hero graphic to the airship, your movement speed goes up, and you enter phasing mode, the teleport events will have switches so that they won't work if you're in an airship. Then enemy encounters will be easy.

Still, getting the airship script to work right and everthing may be a bit tricky.
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Post by: SilverBlade on January 04, 2007, 06:05:44 PM
Quote
Originally posted by elementalhero76
thanks coaster crazy I'll look at it, if it proves tooo much for my abilities I'll just abandon this attempt at this.

FHZebedee's solution was good but too many events in the sky will slow everything down.

SilverBlade's is good but only allows for one type of enemy encounter unless I make another branch for a different set of values.


I just want to say that I didn't code that. He said he didn't understand the rm2k coding so I made a screenshot how to do it in rm2k3. I was just translating, I would code it differently.
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Post by: elementalhero76 on January 04, 2007, 07:33:14 PM
thankyou anyways it works ok.