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Charas-Project
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Air ship battles
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Topic: Air ship battles (Read 4255 times)
elementalhero76
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Zealot
Posts: 612
The Writer of Light
Air ship battles
«
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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WarxePB
Action Sue
Royal
Posts: 3,601
What killed the dinosaurs?
(No subject)
«
Reply #1 on:
December 30, 2006, 08:40:43 PM »
Yes, please specify what exactly what you mean by "airship battles".
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Initial Chaos
Krynth
"Knight's Shadow"
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Posts: 285
кaguяasu_†_Maяu- "We all share a common fate"
(No subject)
«
Reply #2 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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ZeroKirbyX
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Sage
Posts: 6,132
Boop a Doop a Doop
(No subject)
«
Reply #3 on:
December 30, 2006, 08:53:28 PM »
Like in Skies of Arcadia?
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Shadowless1
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Acolyte
Posts: 495
(No subject)
«
Reply #4 on:
December 30, 2006, 09:07:13 PM »
start at conditional branch > vehicle, then do your custom random encounter
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elementalhero76
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Posts: 612
The Writer of Light
(No subject)
«
Reply #5 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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Discord:LightWriterOfLegend2016#5786
Esgardum Legends wiki:
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Esgardum Series status:
RPG: World building and planning stage
Books: Still on book 1: The Four Sinners
Shadowless1
_
Acolyte
Posts: 495
(No subject)
«
Reply #6 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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elementalhero76
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Zealot
Posts: 612
The Writer of Light
(No subject)
«
Reply #7 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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Discord:LightWriterOfLegend2016#5786
Esgardum Legends wiki:
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Esgardum Series status:
RPG: World building and planning stage
Books: Still on book 1: The Four Sinners
SilverBlade
YiN-YaNg
Associate
Posts: 157
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(No subject)
«
Reply #8 on:
December 31, 2006, 09:49:38 AM »
Here you go
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Shadowless1
_
Acolyte
Posts: 495
(No subject)
«
Reply #9 on:
December 31, 2006, 09:05:30 PM »
did that work?
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drenrin2120
Global Moderator
Sage
Posts: 6,101
(No subject)
«
Reply #10 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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Shadowless1
_
Acolyte
Posts: 495
(No subject)
«
Reply #11 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)
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FHZebedee
Member
Initiate
Posts: 48
Possible other Solution
«
Reply #12 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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coasterkrazy
June 2005 - September 2008... January 2011?
Exemplar
Posts: 1,915
Hello...
(No subject)
«
Reply #13 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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elementalhero76
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Zealot
Posts: 612
The Writer of Light
(No subject)
«
Reply #14 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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Retired RM2k3 user. Using VS2015 Pro.
Discord:LightWriterOfLegend2016#5786
Esgardum Legends wiki:
Dead. Need to pay $100/yr to stay open and editable. Debating if I want to or not.
Esgardum Series status:
RPG: World building and planning stage
Books: Still on book 1: The Four Sinners
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Air ship battles