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Showing results for tags 'troop'.
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Hime's Enemy Reinforcements: http://himeworks.com/2015/11/enemy-reinforcements-mv/ Hello all! I'm new to MV and I'm using a plug-in right now called Hime's Enemy Reinforcements, which lets you introduce new enemies to a battle by the troop or individually. What I hope to create is a wave-based battle system, where a new wave of enemies appears after the prior wave dies (you kill one troop of enemies, another troop appears, that kind of thing), which I should be able to do with this plug-in, however on the page it says that I need to use the script call: $gameTroop.isTroopReinforcementAdded(troopId, checkIsAlive) The problem is, when I use this, I get a console error telling me that checkIsAlive is undefined. At first I thought the problem was with the Yanfly Engine, but I still got the error after I had disabled all of my YEP plugins. So I guess that I had to define checkIsAlive myself, but the thing is I have no idea how to do that. Is it a common event? A variable? If anybody could help me out with this and tell me how to define it then it would be much appreciated, especially because this is the last part of my combat system I need to make before I can start balancing it. Thanks a lot, and I'm sorry if this is in the wrong place! PS: I've attached a screenshot of the console error. I know it might look like Yanfly is the problem there, but like I said even with YEP disabled it still doesn't work.
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- event
- programming
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I kinda wish I'd thought to put this in my game sooner. Oh well, it be a nice little wrinkle to make the latter part of the game harder. The idea was inspired by Dragon Age, but it's hardly unique to those games. Elites. They are those stronger than average enemies you sometimes run into. Not only are they more dangerous, but they also act as a general for their Troop. While they are alive, they grant the entire troop a passive bonus. The reason I like this concept so much is that it's incredibly easy to implement (you don't even have to use any scripts!) yet can give your battles an incredible amount of depth. How? Go into the States database and look at how many different parameters you can change. Tons, right? Any one or any combination of them can be a passive bonus. Of course, there's many ways to implement this concept. What I'm about to describe is what I feel will work best in my game. It should provide a pretty good blueprint of how to set things up. Let's start with how to set it up. Like I said, it's really easy. Say I want an elite to grant the Troop a 10% ATK boost while it's alive. All you have to do is create a state with an ATK param set to 110%. I would also set the debuff rate for ATK to 0% so the player can't simply negate the bonus. Then, in the Troop Event make the first page's condition Turn 0. Have it run once per battle. Add a single command: Change Enemy State -> Entire Troop -> ATK boost (or whatever you call it). As soon as the battle starts, the state will apply. Next, make a second page. Set the condition to If Enemy1(whatever enemy the Elite is) has Death inflicted (or HP = 0) remove the ATK boost state from all enemies. Set that to Moment. That way, the instant the Elite dies, the bonus goes away. The little wrinkle adds even more depth as the player can strategically target when to focus on the Elite. That's it. Told ya it was simple. Now my game uses random encounters so the way I plan on creating them goes like this: Each level/area of my game has their own unique Troops. I would simply make at least one of the Troops have an Elite. I don't use enemy levels so it would either be a clone (but bigger and differently colored) of an enemy or a unique one. Either way, their stats would be above average and grant the bonuses. If I just use one Elite in an area, I'd make it so it could apply one of three different bonuses to the Troop each with a 1/3 chance. If I have three different Elites, they would each have one type of bonus. I probably won't add more than one Elite per Troop except maybe in some special case like a Boss battle. There would be appox. 10% chance of running into an Elite Troop. Naturally, the Elites give better rewards. If your game has onscreen enemies, oooo boy! You get to add even more strategy! Maybe the Elite Troop is super aggressive, and will chase you endlessly. Perhaps it's guarding some juicy loot. Or maybe the player finds themselves at a fork. One path has a large mob of enemies, but few if any elite troops. The other has far fewer enemies, but they are all elites. Does the player try and plow through the weaker ones or fight fewer, but harder battles? Or are they like me and kill 'em all? Finally, I leave you with one last wrinkle. This one will require a script (or at least is highly recommended). The passive bonuses get bigger over time. Using the ATK boost example again: Battle Start: ATK +10% -> Turn 3 -> ATK + 20% -> Turn 6: ATK +30%; CRI +10% What do y'all think about it?
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(If it's not here where I should post this kind of problem, the sorry.) Right, been wrapping around my head, but so far only headaches, i'll try to explain what i'm trying to do. I'm trying to make a battle event that runs all the time whenever a certain actor uses a spell on an enemy, in this case, the spell causes the enemy to change forms as long as the state is applied to said enemy. I'll write the order here. - Actor uses "Transform spell" - Victim is applied "Transformed state" - As long as victim is under that state, he has a different shape. - Victim changes back to normal once the state wears off. Problem is that even though the state applies, the transformation, however, does not... At least on weaker spells. The spell changes the enemy depending on how strong the spell is. The spell at level 1, forces the enemy to stay changed untill he has his 1st turn. WHile at level 5, the enemy stays changed after 3 of his turns. The stronger spells do change his form, but not the weaker spells. I'll post here the coding for both spells. Also want to note that the code posted in the link acts after EVERY turn. (Tried both end of turn and when switch applies).
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I'm not sure if this would require a script or not. I want to set up a Troop Event that randomly swaps the position of the battlers every turn or two. The battle plays similar to a shell game. One is the actual enemy; the others are clones.All three are separate enemies in the database that look identical, and have the same names. How can I switch their positions in battle?
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Hello everyone. LordSquirrel here for my very first blog post! Today I wanted to talk about something I was planning to post in the Theory and Development, but decided that it may be more appropriate to do as a blog post. I wanted to talk about enemy adaption in rpg's. To clarify. I'm talking about how enemies adapt to the party's level, members, or health. I've currently been working on a game that I've given the codename of "The Plague", if you're wondering what it's about, don't worry, I'll be posting something either on this blog or the Theory and Development board detailing the outline of the story in a few days. Anyway. In the game you have several party members that can be recruited throughout the game, each character has a specific role in progress, (damage, healing, buffing ect...) and a thought occurred to me as I set up a early game boss battle, "What if I had it adjust it's moves and behavior based on what actors are in the party?" What I mean is, what if I had Crow (A character that specializes in ending battles quickly with either instant kill attacks, or by breaking through the enemy defense) in the party while the party is fighting a Boss who primarily focuses on turtling and waiting for the party to drain their MP reserves? Well the fight would be pretty easy as Crow can break through the Boss' defense fairly quick and then the battle would just be a few powerful strikes away from completion. And while I do like to reward my players for bringing the right tools to the fight I also like making the fight as difficult as I can. Started to add in some events that would check which actors are in the party, and would add, or remove skills based on which actors there were. While I was doing this a thought struck me, "Will people like this, or will they say it's just annoying?" after a while of thinking it over and getting nowhere I decided that I should ask you guys which you like more: Boss' that actively adapt to your party no matter what, or do you prefer it to be something that only happens on specified difficulties or special modes? The main reason why I ask is because I can't actually think of any game that does something like this.
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- difficulty
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I'm trying to do a limb aiming system. So far its kind of working. I make a bunch of enemies called left arm, left leg, right arm, right leg, head and torso. Then I set them as a troop. It works wellish, when fighting it gives you the list of limbs you can aim for but my problem is when it first appears instead of a troop name 'zombie' it comes up with left arm, head, torso etc appeared. Any ideas please?
- 10 replies
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- troop
- limb aiming
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