random Actor party auto-combat (off screen) with random enemies

Vallar

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Hello guys, 

 

I have been up all night trying to find a solution for this but I couldn't really figure something out that is... viable. 

 

TLDR; I would like to create a system where player picks 3 robots/pets to go on Auto-battle vs 3+ robots/pets (skills and items with the player's pets would be triggered automatically).

 

Example story:

OK, the example here is similar to that of Real Steel (and perhaps Pokemon now that I think about it). The player has a scrap yard of which he builds robots and he uses them to go into tournaments versus other people. In which case, player picks at most 3 robots out of a pool (that pool could be 10-15). Once the player picks them up he goes into an arena where there are a random number of robots (1-7) that his picked robots must fight. All of the calculations -- at least for now, would happen off screen. In other words, the player doesn't see a Battle Screen or anything of the sort. He would get update messages something like

 

"Party1 went to arena"

"Party1 engaged EvilRobotFromPlanetNoob"

"Party1 killed EvilRobotFromPlanetNoob"

"Party1 engaged RobotFromPlanetLeet"

"Party1 defeated by RobotFromPlanetLeet"

 

Scenario 1 (based on example story):

You pick 3 robots, you send the robots to the arena and they find 1 robot against them. They fight (with no direct control from player) and winner comes out. If player ones, he gets loot. If the player loses he has a message you lost because you were missing Tracking Missiles which were a weak point for this robot. Winning or losing would depend on the 3 robots stats (4 stats available in the game) and any skills/spells/items they may have with them to use in battle. So I'd need such system to compare stats and compare skills

In which case they would display results as in a pop-message like the above example.

 

Scenario 2 (based on example story):

You pick 2 robots, you send the robots to the arena and they find 5 robots against them. They fight 3 vs 1 then 3 vs 1, etc... until they defeat all of the 5. If player ones, same as previous scenario. If player loses same as scenario. 

In which case they would display results as in a pop-message like the above example.

 

The solution I had in mind would be to store every piece of information in a separate variable, but if I do that, I need the following variables:

Variable 1: Number of actors in party.

Variable 2: Actor 1 in party

Variable 3: Actor 2 in party

Variable 4: Actor 3 in party

Variable 5: Actor 1's Str.

Variable 6: Actor 1's Agi.

Variable 7: Actor 1's Int.

Variable 8: Actor 1's Endurance.

Variable 9: Actor 1's skill 1

Variable 10: Actor 1's Spell 1

 

Etc... for every actor and enemy in game.

 

As you can see this is going to be really confusing, really aridous and ineffective procedure...

 

My question is... would this be doable in RPG VX Ace? Could it be done through events only (without the weird way I came up with)? If a script is needed, how complex do you estimate such script would be?
 

YoraeRasante

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You could use scripts.

The thing is... this game of yours sounds boring.
In every game like this the player has some control over the pet, be it pokémon with orders or even the Chrono Trigger DS multiplayer where they attack by autobattle but the player gives them items.
 

Vallar

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You could use scripts.

The thing is... this game of yours sounds boring.

In every game like this the player has some control over the pet, be it pokémon with orders or even the Chrono Trigger DS multiplayer where they attack by autobattle but the player gives them items.
Aside from whether or not this is the gameplay I want, it is a system I need. How to implement it is where it could be fun or not. But thank you for mentioning that, I'll keep it in mind when creating the game. :)

You mentioned scripts... do you have any examples or anyone's script in mind? I know about the auto battling systems, but almost all of them are involving the actor and don't happen in "the background" (or so my understanding of them). You have to see a battle screen and I want to avoid that.
 

YoraeRasante

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Ok, you can use some already-made scripts to create the "robots" (you could use an actor to store them?), but unless someone made a Persona3-style "battle without the player" script you'd have to program the battles yourself/find someone to do them for you...
 

Vallar

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Thank you for your fast reply.

Yeah, I was planning to use the Actors to create the robots/pets. I never played Persona3 so I don't know what their method is, but I'll look into it, thank you for mentioning an example. 

I don't mind programming the battles as long as there is something easier than keeping a list of 100 variables to check every stat/skill/enemy/actor combination that might happen. You wouldn't happen to know how complex a custom script like that would be? 
 

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