Woot! Woot! I got the revival of dead troops worked out for the Suikoden-Styled Tactical Scene window (for lack of a better name)?
This is the central window that pops up when one troop/platoon/squad faces against another troop. But in the above image, I only present ONE troop. Using a healing skill, it restores the health of the troop... and returns the soldiers that were previously killed or incapacitated.
You can see the whole squad on the right, but you can barely see the soldier as it begins to appear. So, I enhanced a portion of the image where you can see the reviving soldier as it begins to return. Rest assured, he returns.
The system does recognize placement of the members in the zig-zag formation system built in... a formation system I do plan to expand. But this was a serious hurdle. DONE!
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Once again I've been thinking about making a script that lets you use the experience points in a different way. Normally you would just level up automatically by accumulating EXP. What if you could purchase something with the points you have earned by killing mobs?
EXP books would be a must there but what else should that new kind of shop offer its customers?
By the way, if anybody has got any good ideas for making a nice GUI for this special menu scene, don't keep them for yourself!
Let me know about them by posting them below or by sending them via PM.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
(05-08-2022, 02:58 AM)kyonides Wrote: EXP books would be a must there but what else should that new kind of shop offer its customers?
An EXP book sounds more like a book you purchase to 'Gain' experience, not one that you spend experience points to get. Still, an entertaining idea if you comparatively don't get much coin in your game.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
05-08-2022, 04:49 AM (This post was last modified: 05-08-2022, 04:51 AM by kyonides.)
(05-08-2022, 04:04 AM)DerVVulfman Wrote:
(05-08-2022, 02:58 AM)kyonides Wrote: EXP books would be a must there but what else should that new kind of shop offer its customers?
An EXP book sounds more like a book you purchase to 'Gain' experience, not one that you spend experience points to get. Still, an entertaining idea if you comparatively don't get much coin in your game.
Yeah, I should rephrase it and say it should be a skill book instead... unless it is all about skill EXP or upgrade books. Nonetheless, I'm unsure whether or not people would like to include such mechanics in their games.
Well, the traditional EXP books could be purchase with gold coins or even special points (a game variable?) or custom items.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
05-09-2022, 05:37 PM (This post was last modified: 05-09-2022, 05:43 PM by DerVVulfman.)
I am planning on releasing the remastered Tactical system that I have been working on, but not the Suikoden system which was more the request. A remastered version of the ZTBS system from years past, it has a number of new features and corrections.
Added to this remastered Tactical system are two status ailment effects: Confuse and Berserk. The handling of this was fun!!!! And if you believe that, I have a bridge for sale in Brooklyn. Wanna buy it? Originally missing in the initial version, these ailment are now functional and take control over their targeted battlers... forcing them to deal out melee attacks on enemies or their own.
As this is a tactical system, one can try to position one-self for an advantage. As such, backstabbing an enemy to achieve higher damage scores will be possible. And much of what was hard-coded into the Tactical system is now available to be configured. On opening the demo, you may see more pages devoted to configuring the system than actual engine code. HAH! When you have a battle system taking place on the map, you have about as much code as the default battlesystem shoved INTO the map code.
It still uses mere charactersets for the battlers... as this is a map-based system. So there are not any high-leveled animations such as seeing a character actively swinging a sword or show someone falling to the floor after being shot with an arrow. This would require more work to handle action sprites from multiple angles performing such. That is not to say that such cannot be added. Only to say that it hasn't.
Today, I spend fixing up two more conditions that can be configured, and then... instructions and introductions-writing time... not that each configurable option won't have instructions added.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
The graphics I am using are solely TEMP graphics, and are not depicting the actual soldiers I believe will be used. This, given that the request was for a Suikoden Styled tactical window for an army vs army feature. So yeah, these guys will definitely be replaced. Oh, and the placement and spacing is variable based on how it will be configured. Woot!!!
And the wartime background? Currently using the map's own defined battleback. But I do plan on having an optional config-system stored battleback per map. That is to say, I plan to define individual battlebacks based on the map ID.
Then... cleanup, instructions and implementation... and done?
And then back to the OTHER system request in the works
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
05-24-2022, 09:18 PM (This post was last modified: 05-24-2022, 10:27 PM by DerVVulfman.)
Still working... ugh.
For the person who requisitioned the tactical system, the system needs to be added to a project that has Zeriab's Anti-Lag system... one of the better anti-lag systems out there. BUT COMPLICATED AS HELL.
SO I decided to examine it, and what did I find???
Code:
if !Module.constants.include?('SDK') || SDK.enabled?('Anti Event Lag System')
... (The bulk of the script goes here... DerVVulfman paraphrasing)
end
Okay, for those that do not speak Ruby, the IF statement says this:
If you're not running SDK ( if !module.constants.include?("SDK") ) ....
or if you DO have the SDK and it's reading the Anti-Lag) ( SDK.enabled?('Anti Event Lag System') )
So... what the hell? The script is in a block of code that says, if you're running it or not?
I mean, this single "IF" line just appears pretty unnecessary. The header did read it required 2.0 if using, or just don't use the SDK itself...
*For the unaware: SDK: Script Development Kit. An ambitious goal to make it easier for future scripters by setting up a standard while breaking up the default scripts into smaller and more manageable pieces. The downfall was that they kept upgrading which made previously written SDK-made scripts incompatible. BUT, its policies towards script notation, coding procedures, alias techniques and naming conventions were perfectly sound.
EDIT: HOLY @%$&!!!!! No wonder other map-using scripts might have problems! He renamed the freakin array holding all the sprites in the spriteset!!! Yeah, ther IS a @character_sprites array in the sucker, but the only sprite pushed into it is the player. Everything else is in @character_event_sprites updated separately. Ughhh--- (work this out, Mike...).
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)