I need help with events in battles.

Emoto

Villager
Member
Joined
Aug 1, 2016
Messages
11
Reaction score
0
First Language
German
Primarily Uses
Hey there. I am fairly new with using rpg maker, and I'm using rpg maker 2k3. I want to make a battle system that works like undertales action system, where you pick an action and the enemy reacts to said action. The only problem is, I have no idea how to make this work. I wanted to try it out with switches, like [if skill x is used, switch x is activated, conditional branch for x is activated, enemy reacts]. unfortunately, I can't figure out how certain skills activate certain switches in battle. Maybe someone can help me out with this? Any help would be appreciated. (Eventually, I wonder if it's also possible to turn battles into turn based battles instead of the one it usually uses.)


Sincere
 
Last edited by a moderator:

Sated

puking up frothing vitriolic sarcastic spittle
Veteran
Joined
Nov 4, 2015
Messages
127
Reaction score
112
First Language
English
Primarily Uses
N/A
Neither RM2K nor RM2K3 have a very flexible combat system. Since you also mention wanting a turn-based battle system (as opposed to an ATB battle system), you might be better off using one of the newer engines.


However, there are ways to do what you want to do, but without more specific details I won't know which method is best. The more complex your battles are, the more restrictive the method will need to be. Anyway, here are some basic questions so can try to work out a way to approach this.


1) Will the hero ever face more than one enemy in a single battle?


2) Do you want reactions to be triggered by skill-use, or only through the use of a certain battle-commands?


3) If you only want to use battle-commands and not skills, do the battle-commands do anything other than incite a response from the enemy?
 
Last edited by a moderator:

Emoto

Villager
Member
Joined
Aug 1, 2016
Messages
11
Reaction score
0
First Language
German
Primarily Uses
Neither RM2K nor RM2K3 have a very flexible combat system. Since you also mention wanting a turn-based battle system (as opposed to an ATB battle system), you might be better off using one of the newer engines.


However, there are ways to do what you want to do, but without more specific details I won't know which method is best. The more complex your battles are, the more restrictive the method will need to be. Anyway, here are some basic questions so can try to work out a way to approach this.


1) Will the hero ever face more than one enemy in a single battle?


2) Do you want reactions to be triggered by skill-use, or only through the use of a certain battle-commands?


3) If you only want to use battle-commands and not skills, do the battle-commands do anything other than incite a response from the enemy?
I am quite aware of rpg maker being very limited, but it's honestly one of my favorite engines from the most rpg makers, due that some of my all time favorites are created in it.


Abswering your questions;


1) no. Always just one. They'll be rather cinematic battles.


2) I wanted them to activate after skill use, but maybe the battle commands are easier. I'll have to fiddle around with it


3) not really. There'd be no mercy button, though I considered to keep the basic attack option. Though the protagonist won't ever deal any damage anyways.
 

Sated

puking up frothing vitriolic sarcastic spittle
Veteran
Joined
Nov 4, 2015
Messages
127
Reaction score
112
First Language
English
Primarily Uses
N/A
If there's only ever a single enemy then you'll want to use switch-based skills. These turn on a switch when the player uses the skill, and you can use this to trigger events in-battle. The skill itself is quite easy to set up, you just need to choose a mana cost and then set the switch that needs to be turned on:






Then you'll need to go into the Troop section of the database to make something happen during battle. You'll need to do this for every individual enemy troop:




 


Hope this helps.
 

Emoto

Villager
Member
Joined
Aug 1, 2016
Messages
11
Reaction score
0
First Language
German
Primarily Uses
Thank you! This helps me alot and now I can continue progressing it!

So theres another question I have; is it possible to switch the monster graphic in the battle? As example, if a certain action is choosen, the enemy should look sad instead of happy. I heard that's possible with animations, though I'd like that the monster graphic stays changed after the event is done.


EDIT: I figured out what to do with the 'enemy changing graphics' thing. I have to edit their behaviour! Though, I am having issues with what to do about it sometimes randomly changing their graphics back to the one before the certain action is done.


EDIT2: So The battle event system is doing small improvements but... For some reason it triggers it's own battle events and that's a big issue for me.





here is the.. um programming? for the events.


if switch [smile] is ON


@> Conditional Branch: Switch [0007:Daisy sad] is ON
@> Text: The flower is glad that you're happy again.
@> Control Switches: [0007:Daisy sad] = OFF
@>
: Branch End
@> Conditional Branch: Switch [0007:Daisy sad] is OFF
@> Text: The flower smiles at you back.
@>
: Branch End
@> Control Switches: [0005:Smile] = OFF



if switch [cry] is ON


@> Conditional Branch: Switch [0007:Daisy sad] is ON
@> Text: The flower would like to help you.
@>
: Branch End
@> Conditional Branch: Switch [0007:Daisy sad] is OFF
@> Control Switches: [0007:Daisy sad] = ON
@> Text: The flower wonders why you're sad.
@>
: Branch End
@> Control Switches: [0006:Cry] = OFF




any ideas what I could've done wrong?


EDIT3: I figured out that the battle events we're kind of fine. The only issues I had were the graphic changes for the different actions. and I really have no idea how to do that, so any help would be appreciated!


EDIT4: More progress has been made and the flower is not doing.. it's own thing anymore





The only thing I have to deal with is the delay. Anyone got any ideas how to fix that?
 
Last edited by a moderator:

Sated

puking up frothing vitriolic sarcastic spittle
Veteran
Joined
Nov 4, 2015
Messages
127
Reaction score
112
First Language
English
Primarily Uses
N/A
What do you mean by delay? It looks like it's working fine in the GIF?
 

Emoto

Villager
Member
Joined
Aug 1, 2016
Messages
11
Reaction score
0
First Language
German
Primarily Uses
Kind of, but (for me) if you're a while in the battle, it kind of responds delayed to the action and transforms either instantly or after a while. I am not sure if it is a issue with my pc, since it worked actually fine on another pc appearantly.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,062
Members
137,575
Latest member
akekaphol101
Top