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Bahamut's Megaflare
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Topic: Bahamut's Megaflare (Read 2138 times)
Darkstar22
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Posts: 20
Bahamut's Megaflare
«
on:
April 21, 2010, 02:00:52 AM »
Okay this maybe simplier than Im making it. At a early point in the game Mario has a run in with Bahamut and must battle it. I want it so Bahamut does Mega Flare
like he tradtionally does after taking a little damage he will start a count down then do Mega Flare then after while the count down will restart
I got the pieces I just need to put them together
I know I need the varible system and possible some switches
Maybe some one can help me peace it together
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Prpl_Mage
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Posts: 7,644
The Administrator Mage
Re: Bahamut's Megaflare
«
Reply #1 on:
April 21, 2010, 07:29:58 PM »
The easy way would be to create attacks whos name is the digit of the countdown.
For example, say he counts down from 5.
You create the attack Mega flare, Countdown started 1,2,3,4 and 5.
1 -> 5 does nothing. It's an attack of the switch type. Same with "Countdown started".
So we create a switch called countdown or something. All those attacks will call the switch "Countdown".
And then we will create a second switch which decides when Bahamut will actually use MegaFlare. Let's call it "Flare time".
In Bahamut's monster data you add the attacks.
So what we need to do now is create a variable to help us with this.
let's call it countdown for simplicity's sake.
Since we have all the attacks added to Bahamut's moveset by now we need to create preconditions for the countdown.
It's gonna work like this.
The variable is 0: Bahamut uses either his ordinary attacks OR the attack "Countdown started". Add a reasonable % chance of him doing the countdown.
Now the actual countdown.
The attack 5 will have the precondition that your varaible is 1.
The attack 4 will have the precondition that your variable is 2.
The attack 3 will have the precondition that your variable is 3.
The attack 2 will have the precondition that your varaible is 4.
The attack 1 will have the precondition that your variable is 5.
The attack Mega flare will have the precondition that the switch "Flare time" is ON. Also make it turn OFF that switch when used.
For these 6 attacks - add a 100% chance of usage. Otherwise he might do an ordinary attack or start the countdown again in the middle of it all.
Now for the actual coding.
In Bahamut's battle group you have the battle event box. We need to create a battle event right now.
The precondition will be that your switch "Countdown" is ON.
We add the event commands:
Variable "Countdown" + 1.
"Switch: countdown OFF"
Then we add a Conditional branch to see if you're on the stage for the massive attack. In other words - it checks if the variable's value is 5 or more.
If it is: Turn ON the switch "Flare time".
Set the variable to 0.
With this: the event will check if it's time to Mega Flare Mario's buttox, if it is: the countdown will be reseted to 0 so that he might start the countdown again. Also the switch which is the precondition for the MegaFlare attack will be on.
Explaination time then!
______________________________
The attacks with numbers as names are the countdowns.
With the 100% chance of usage - they will most likely(they will) be used if the precondition matches.
The variable "Countdown" starts as 0. So none of the "Digit attacks" will be used. However, there is a chance that the attack "Countdown started" will be used. The attack turns on the switch "Countdown".
The event in the monster group only triggers once the Switch countdown is ON.
It adds 1 to the value of the Variable. So the first time it will go from 0 to 1 then 1 to 2, 2 to 3, 3 to 4, 4 to 5. Since the preconditions for the "Digit attacks" depend on the variable they will naturally happen in the right order.
Then in the conditional branch below the "add 1" we check if the value of the variable is 5. If it is 5 the move "1" has been used. And if you count and reach "1" then it's shooting time.
Inside the check we turn on the switch for Mega Flare and resets the variable to 0.
SO:
Bahamut uses "Countdown started" by chance.
The battle event adds 1 to the variable. The variable's value is now 1.
Since the attack 5 have 100% chance of use. It will be used since the precondition is right (variable is equal to 1).
So the battle event is called again and adds 1.
The attack 4 is called for the same reason as above.
adds 1 to the variable
The attack 3 is used.
adds value.
attack 2 is used.
adds value.
attack 1 is used.
adds value.
value is 5.
"Flare time" is turned ON by the battle event and the variable's value is set to 0.
Bahamut's top priority this time is Mega Flare.
And by using the attack - the switch is turned OFF again and all can be repeated.
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Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Bahamut's Megaflare
«
Reply #2 on:
April 21, 2010, 07:46:51 PM »
And then I realized that variables aren't allowed as precondition for attacks. Who came up with that silly idea?
Allright. Instead of the old stuff you'll need like 6 switches and no variables or battle events. I hate to say this but this actually sounds easier than my old version.
Same 7 attacks as before.
Countdown started
5
4
3
2
1
Mega Flare
And then we need 6 switches.
Let's call them
5
4
3
2
1
Flare time
There are actually two ways of doing this.
1 way is that the attacks are in fact attacks and you turn on a switch in the monster window. (Above where you can choose to turn OFF a switch)
OR
You make the attacks Switches(NOT Mega Flare) that turns on switches. The difference is small and the result is the same.
__________________________________-
But to make things as simple as possible:
Make all of them attacks.
So. We have all these attacks and we shove them into Bahamuts moveset.
For the attack "Countdown started" We add a "Turn on switch: 5"
For the attack "5" we add a "Turn on: 4 " Turn off: 5"
For the attack "4" we add a "Turn on: 3 " Turn off: 4"
For the attack "3" we add a "Turn on: 2 " Turn off: 3"
For the attack "2" we add a "Turn on: 1 " Turn off: 2"
For the attack "1" we add a "Turn on: Flare time " Turn off: 1"
For the attack "Mega Flare" we add a "Turn off: Flare time"
All the attacks(Except "countdown started") have a 100% of use.
So once Countdown started is used and the first switch is turned ON - the rest will follow and close after themselves.
in the end only Mega Flare remains and all switches are OFF once it's used. The it's back to the ordinairy moveset.
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Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
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