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Tsukihime

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Looking for an encounter script for the default battle system.


It assumes you have on-screen encounters (that is, enemies are visible on the screen as events)


By default, when you encounter a troop, the enemies are pulled from the data you set for the troop.


The encounter system I'm proposing is a dynamic troop system based on proximity to some location (eg: player's current position).


The idea is that when you touch an enemy, all of the enemies within a certain radius will also be part of the battle.


For example, you walk into a field and there's a lot of cute kitties.


You approach one kitty, it gets scared, makes some noise, and kitties around it start to gather. The battle begins when you touch the kitty (using a simple touch trigger).


The number of kitties that you fight in battle depends on how many end up coming.


If you have any questions just let me know.
 

TheoAllen

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How about the enemy positioning?
 

Tsukihime

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Up to you, but personally it would be nice if users could choose how they should be presented.
 
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Oddball

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you could make spawn points for the enemies to appear, and put a chance of different enemies appearing. Also, if the player is in a certain proximity of the event...

actually, I think that's how earthbound does it
 

Tsukihime

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you could make spawn points for the enemies to appear, and put a chance of different enemies appearing. Also, if the player is in a certain proximity of the event...


actually, I think that's how earthbound does it
I've never played earthbound.


How does the encounter system work?


For example, I'm thinking of a field where there is a kitty, a slime, and a bat.


Just three critters walking around, all of them are aggressive and would chase after you on sight.


I'm thinking the possible scenarios are all possible


1. kitty


2. slime


3. bat


4. kitty + slime


5. kitty + bat


6. slime + bat


7. kitty + slime + bat


Depending on whether they are in proximity or not.
 
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Chaos Avian

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So sort of like Encounter Links from the later Tales Of games? (Xillia for example)
 

nio kasgami

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simply like Schala does?
 

Tsukihime

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I don't know how those encounter systems work so I couldn't say.


A user can basically expect to start a battle and expect to see what they saw on the map.
 
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BoluBolu

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Alright I don't plan to make the script or the system, just add my opinion, maybe can be some help to those who want to try create, sorry if not.

This is just opinion for simple linking encounter, perhaps not really what you want.

I'm thinking about event linking  combined with sensor script for event(or perhaps this script is not mandatory).

So you(the game maker) should know the enemies that appear on the certain area, thus all of that events battle process will consist the enemies that visible in that certain area, and when one of the event is apporached by player, then the sensor triggered and a switch is ON, because certain switch ON, all the enemy event will change event page that autonomous movement is approach, give higher at the frequency and fast speed(or maybe faster). Trigger is Event Touch for this 2nd page, this goes to all events too. When the battle is started, another Game switch is ON thus all of those enemies event wil change page and the last page is perhaps erase event. And when you get out from that map, you can turn all of the switch to OFF, then when go back to the map, all will be reset.

Example :

ex : there's a dog, a cat, a mouse. All of this should have same event settings like what I said above, and we use 2 switch, one for activating event page 2 which is for the event chase the player, and the second switch is used for change the event page to 3, thus erase event.

All of the events(or maybe just the cat enemy because it's the boss in the gang) should have sensor in the first page, means if the player approach, maybe balloon icon poped up and the first switch ON, thus all the events will chase the player, when touched one of them, the player will face Dog, Cat and Mouse, pf course second switch is ON, and erasing all the events. After that when go out from map, turn those two switch back to OFF

The bad part is,

1. We need to utilize many game switch.if we want to create many encounter like this and it's not nice.

2. We need to create a stagnant movement(cannot random) for the event in first page, because we didn't want the dog, or mouse to bw away to far from the cat, or all become weird.Some kind like a group of bad guy that always walking together, so if one see you, all will chase you and you will always expect to fight all the members of that group even though just a member touching you. Or maybe use script for limiting random movement event inside certain region.

That just what clash in my mind, sorry if I'm wrong or it's not like what you've expected :)

Ffor this

1. kitty
2. slime
3. bat
4. kitty + slime
5. kitty + bat
6. slime + bat
7. kitty + slime + bat

Depending on whether they are in proximity or not.
Yeah that is maybe really need to be scripted, and I can't really figure it out yet :p

Perhaps sensor for the player, and sensor for event. Create custom battle processing command, that takes argument from the sensored enemy event which inside the player sensor. So the main idea is, the player sensor will read all the enemy event within radius and take the name of the event and use it for passing the argument for the custom Battle Processing(this means the event name need to be same with the enemy in database name). And of course the method for that custom Battle Processing also have a method for erasing the event in the radius. Okay I'm out :)
 

Shaz

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Interesting ... I've got something like this going on, but not as dynamic as you're describing.


I imagine you would have an option where you could state how far away from an enemy you are before they others start gathering? And when you touch an enemy, how close the others need to be in order to take part in the battle - would it be just those that are visible on the screen (and ALL visible on the screen)? Or within a radius? What about enemies that would be unable to actually reach you because they are on a hill and you are not, for example, or because there is a thin stream, low wall or other obstacle blocking you? Does the battle take place in the standard battle screen?


Actually, I recall writing a 'dynamic troop' script for someone, but it wasn't related to events on the screen. This would be quite interesting to do.


And the most important question ... why is such an amazing scripter asking for someone else to write this?
 
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Tsukihime

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Interesting ... I've got something like this going on, but not as dynamic as you're describing.


I imagine you would have an option where you could state how far away from an enemy you are before they others start gathering? And when you touch an enemy, how close the others need to be in order to take part in the battle - would it be just those that are visible on the screen (and ALL visible on the screen)? Or within a radius? What about enemies that would be unable to actually reach you because they are on a hill and you are not, for example, or because there is a thin stream, low wall or other obstacle blocking you? Does the battle take place in the standard battle screen?


Actually, I recall writing a 'dynamic troop' script for someone, but it wasn't related to events on the screen. This would be quite interesting to do.


And the most important question ... why is such an amazing scripter asking for someone else to write this?
Actually, gathering enemies is not part of the system. That's something other scripts would handle. The purpose of this script would be to provide the functionality for generating the dynamic troop based on what's around a target (eg: the player).


Scripters may choose how this functionality is provided for users. The way I would do it is to provide users with tags inside event comments. The tags would indicate whether they should be part of this dynamic thing (for example, you might have a special event that will never join common battles), and how close they would need to be to a certain target in order to be part of the battle.


For enemies not being able to reach you due to passage settings or other reasons, I would leave that as an option. It's definitely something nice now that you mention it.


The script is not limited to the standard battle system, but I do not require it to be compatible with anything and everything. The way I would implement it is to simply set up the troop, and that's it: the battle system would take this troop and determine how to handle it. This approach would make it more compatible with anything and everything since all you're doing is describing how and what the troop looks like.


As for why I'm making a request, it's because I couldn't figure out how to implement the actual enemy placement in any good way that I would consider to be usable, so I haven't tried to write it. You definitely do not want ground critters hovering in the air or stuck in a wall, and we have the 8-member troop limits to consider.
 
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