Battle system... How do you make it?!
reatek
06 Jul 2008, 10:59I was wondering if someone will help me make myself a battle system to my newest game - a normal one (You have 3 different spells and you have 100 health and 100 mana). please PPL help me







Freak
06 Jul 2008, 14:40First, practice writing general prose; judging from the games you submitted earlier, you need practice, and weak text will seriously limit the quality of the game.
Second, write out a transcript of how a sample combat might look.
Second, write out a transcript of how a sample combat might look.
reatek
06 Jul 2008, 17:24WOW!!! You did help me... with nothing! I practice every day - Read the topic's name!!!
reatek
06 Jul 2008, 17:29I want the combat to be like:
1st magic -----|An item
2nd magic-----|An item
3rd magic-----|An item
You have 100 health and every enemy deals damage every turn you use a magic on him
You have 100 mana - Every magic deals bigger damage than the other one, but wants more mana than the other one too.
That's it!
1st magic -----|An item
2nd magic-----|An item
3rd magic-----|An item
You have 100 health and every enemy deals damage every turn you use a magic on him
You have 100 mana - Every magic deals bigger damage than the other one, but wants more mana than the other one too.
That's it!
davidw
06 Jul 2008, 18:34Ah, Reatek, are you the clueless wonder who's been spamming messages on the main sites asking about categories?
Boy, you're going to make a lot of friends here.
Boy, you're going to make a lot of friends here.
steve the gaming guy
07 Jul 2008, 16:21.... and this is why I gave the tip not to post the same question in multiple threads. <dramatic music>
What freak is trying to tell you is that you need to try to practice making games more instead of having people make it for you. Search through these threads to find more about what you are trying to do.
Read through the tutorial that comes with Quest.
What freak is trying to tell you is that you need to try to practice making games more instead of having people make it for you. Search through these threads to find more about what you are trying to do.
Read through the tutorial that comes with Quest.
Freak
07 Jul 2008, 19:20My first comment wasn't referring to writing games at all. I meant to practice English. Take a creative writing class or the like.
As for the second, imagine somebody playing your game, and write out how it might go:
Doing that helps make things concrete enough in your mind to implement them.
As for the second, imagine somebody playing your game, and write out how it might go:
> COMMAND 1
RESPONSE TO COMMAND 1
> COMMAND 2
RESPONSE TO COMMAND 2
...
Doing that helps make things concrete enough in your mind to implement them.

Thanatos
12 Jul 2008, 11:04Back onto topic now please? As limited reatek's knowledge of the english language is, he has still asked a question that he needs an answer too. His grammer shouldn't limit the amount of help he recieves from us, should it?
As for the question, I'm clueless. Ask Elex or Overcat. They be the god of Battlesystems.
As for the question, I'm clueless. Ask Elex or Overcat. They be the god of Battlesystems.
Elexxorine
15 Jul 2008, 09:55Firstly Realtek, let me say welcome.
You say you've been practising so I'm not going to give the 'click this button, then this' kind instructions, but general 'do this' ones.
Firstly set up a status variable, call it health, initial value 100, numeric. Do the same for mana. (This should've been obvious)
Next make the three spell objects. Call then whatever you want. Edit the 'use on anything' script. Make an 'if', comparing two variables, do '%mana%' greater than or equal to the mana you need to cast this spell. In the 'then' part make another 'if', if object has property, object is '#quest.use.object.name#' (this is a string set automagically by quest), property is 'badguy' or 'monster', whatever you want to call it.
Now edit the then part of the 'if'. Have it take away from the mana the ammount you want, next choose the 'set a numeric variable', name 'monsterhp' or whatever, and have it set to '#(quest.use.object.name):hitpoints#', this means the object's 'hitpoints' property. Next take away from the variable what you want. Then set the object's property to the new value (%monsterhp%).
Next check if it's dead (%monsterhp% = 0), destory the object, give gold or whatever, print a message saying it died, etc... Make sure to remove the object from the room at least.
now go back to the second 'if' set up, edit the 'else'. just print a message with 'you can't cast a spell on that' or whatever.
The first 'if's 'else' should print a message like 'you don't have enough mana.'
Do that for all your spell objects!
Next edit the afterturn script, have it do a 'for each object in (room)', set the room to '#quest.currentroom#' then do that propecty check for the badguy or monster property like before. The 'then' should take away from their health and print a message saying '(name) attacks you.' You can get the name with #(quest.thing):alias# if you set up an alias on that object.
Now make a badguy or monster object, name it what you will, make sure it has properties 'badguy' or whatever you called it, and hitpoints, equal to how many hitpoints you want it to have.
That should do it. If you have any more questions, just ask, but try to give as much detail with the problem or what you want help to do, or we can't help you.
You say you've been practising so I'm not going to give the 'click this button, then this' kind instructions, but general 'do this' ones.
Firstly set up a status variable, call it health, initial value 100, numeric. Do the same for mana. (This should've been obvious)
Next make the three spell objects. Call then whatever you want. Edit the 'use on anything' script. Make an 'if', comparing two variables, do '%mana%' greater than or equal to the mana you need to cast this spell. In the 'then' part make another 'if', if object has property, object is '#quest.use.object.name#' (this is a string set automagically by quest), property is 'badguy' or 'monster', whatever you want to call it.
Now edit the then part of the 'if'. Have it take away from the mana the ammount you want, next choose the 'set a numeric variable', name 'monsterhp' or whatever, and have it set to '#(quest.use.object.name):hitpoints#', this means the object's 'hitpoints' property. Next take away from the variable what you want. Then set the object's property to the new value (%monsterhp%).
Next check if it's dead (%monsterhp% = 0), destory the object, give gold or whatever, print a message saying it died, etc... Make sure to remove the object from the room at least.
now go back to the second 'if' set up, edit the 'else'. just print a message with 'you can't cast a spell on that' or whatever.
The first 'if's 'else' should print a message like 'you don't have enough mana.'
Do that for all your spell objects!
Next edit the afterturn script, have it do a 'for each object in (room)', set the room to '#quest.currentroom#' then do that propecty check for the badguy or monster property like before. The 'then' should take away from their health and print a message saying '(name) attacks you.' You can get the name with #(quest.thing):alias# if you set up an alias on that object.
Now make a badguy or monster object, name it what you will, make sure it has properties 'badguy' or whatever you called it, and hitpoints, equal to how many hitpoints you want it to have.
That should do it. If you have any more questions, just ask, but try to give as much detail with the problem or what you want help to do, or we can't help you.