Search the Community
Showing results for tags 'troops'.
Found 10 results
-
What I'm trying to do is set the parameters of my enemies with variables according to the level of the party. I set up a Common Event that is called before a battle, and calculate the HP/MP and Parameters of the monster before the battle is initialized. In the Common Event, calculations are made and converted to an array per each stat for the enemy. These calculations happen between each array, but in the spoiler section is the end result of each calculation where Variable 16 acts as a placeholder for the stat as it is calculated and then inserted into the array 1-6. I just put the end result so you can see... I didn't want to add all the calculations in, wanted to make it simple for the point of explanation. Changed all enemy database HP/MP and Parameters to 1, and then added a script call at turn 0 of the battle (Found this idea on another forum). However, when I start the battle, RM errors out with this error... On that other forum, I expressed that I was getting this error but nobody has responded to my post. So I brought it here in hopes of gaining another level of support. And I've tried every variation of $game_troop.members[#]. I tried to do this with Yanfly's Adjust Limits script, but I cannot get a variable to work with his script inside the notes section of an enemy when I use the note tag <stat: ##>, I don't think it is setup to REGEXP variables from the note tag... And my knowledge is not that strong with ruby to try an implement such an addition. Any additional information would be greatly appreciated, as I'm trying to scale my enemies with my party versus creating the same enemy for every 10 levels the party progresses. Respectfully, Altimos EDIT: This Thread can be closed due to Hime coming to my rescue with their "Enemy Param Formulas" script.
-
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?
-
Battle backgrounds can be used to provide some sense of atmosphere. For example, if you're walking through a forest and you encounter an enemy, seeing some cute bunnies and trees in the background makes it feel like a forest. However, if you see dead bunnies and dying trees in the background, it feels much different. What happens if an enemy can cast a spell that will cause all of those bunnies and trees to die during battle? RPG Maker MV comes with an event command that allows you to change battlebacks. However, if you try to change battlebacks during battle, you'll notice that nothing happens. Instead, the change will only appear in the next battle. This plugin allows you to change battle backgrounds during battle. More information and downloads available at HimeWorks
-
I've been struggling trying to determine how much exp enemies and Bosses should be giving the player; using the default exp curve as a reference, does anyone have a good method on figuring out how much exp the player should get from enemies?
-
In RPG Maker, when you defeat enemies in battle, everyone that's alive will receive some EXP. So for example, if you defeated a slime, and the slime is worth 100 EXP, then every party member that is alive will receive 100 EXP. If you had one member, that member would receive 100 EXP. If you had four members, then all four members would receive 100 EXP. However, this means there is no incentive to try to challenge yourself to have one party member solo the battle, because there's no difference whether you bring your entire party or not. This plugin changes the way EXP is rewarded. Instead of simply giving everyone the same amount of EXP, the total EXP is divided among all of the party members. For now, the EXP is divided equally, so if an enemy gives 100 EXP and you bring three other party members with you, then everyone will only receive 25. However, if you decided to solo the enemy yourself, you will get the full 100. More information and downloads available at HimeWorks
-
In RPG Maker, you have something called "actors" which are the characters that the player controls. All actors are grouped into a "unit" called a "party". Actors can be added or removed from parties at anytime during the game. You can potentially have multiple parties in your game, depending on how your project is set up. Each party has a leader. The leader is the actor that will be displayed while you're traveling on the map. By default, the leader is the actor that is in the first position of the party. So for example if you switched the positions of the first and second members of the party, the leader will change. Similar to actors, enemies are also grouped into their own unit called a "troop". Enemy troops by default do not have a leader. Now, what happens if you wanted the party leader to be someone other than the first person in the party? Maybe you want the leader to be a specific actor, but that actor doesn't participate in battle. Or perhaps you wanted enemy troops to have a leader, and make it so that when the leader dies, the enemies will scatter and run away? With this plugin, you can set up who will be the leaders of parties and troops, and build additional plugins on top of it that allow you to use these leaders to implement new game mechanics. More information and downloads available at HimeWorks
-
Do you want to add new enemies to battle, during the battle? This plugin provides you with a variety of commands that allow you to create more dynamic battles through enemy reinforcements. You can create enemy skills that will essentially summon new enemies to battle. Enemies can be added as a single enemy, or entire troops of enemies. Do you want to make sure a particular reinforcement does not already exist? With this plugin, methods are provided to allow you to check whether a certain enemy from a certain troop exists at a certain position. If you want reinforcements to automatically disappear after a certain amount of time has passed, you can easily do so by making a single command to remove all enemy reinforcements from another troop! More information and downloads are available at HimeWorks
-
Have you ever had a situation where your troop events didn't seem to run in battle? For example, when the last enemy has been defeated and you want more enemies to appear, you found that instead of the enemies appearing, you simply won the battle? By default, when the last actor or enemy has been defeated, the game will immediately go to victory or defeat processing. This means that if you have an event that should run after the last enemy has fallen, that event will be ignored. You may have discovered workarounds such as setting your enemies to "immortal" so that you can run your events, but is there an easier way to handle this? The purpose of this plugin is to address the issue that I have described. By simply inserting this into your project, the game will perform an extra check before the end of battle to see whether there are any events that can be run, and proceed to run them! More information and downloads are available at HimeWorks
-
This article discusses some of the limitations in RPG Maker's troop editor, explore some workarounds, and then look at a few solutions that have been implemented to address these limitations. I assume you have a general idea what troops are, but just so we are all on the same page I provide a quick review of the basics. What is a Troop A troop is an object that contains two pieces of information A set of enemies A set of event pages. In the default battle system, when you encounter a troop, a battle will begin with that troop. You will see all of the enemies that are in the troop, and any events defined in the troop will be executed when the conditions are met during battle. Troop Members Each enemy in the troop is referred to as a "member" of the troop. Each member has a unique ID: the first member has an ID of 1, the second member has an ID of 2, and so on. The ID is assigned based on the order that they are added, not the order that they appear. For example, if you add one slime, then a bat, and then a spider, and then re-arranged their positions above, you will have the following ID's: Slime = 1 Bat = 2 Spider = 3 The spider appears in the middle, but it was still added after the bat. If you delete a member, the ID's will be shifted over as needed. So for example if we deleted the Bat, then we are left with Slime = 1 Spider = 2 The troop editor can only support 8 members per troop. It doesn't let you add more. Adding More Than 8 Members Now, there may be times where you actually want to have more than 8 enemies in the battle. Maybe you want 9. The troop editor doesn't let you add any more members after you have reached 8, so you can't do it directly through this troop. An idea comes to mind: why not just use script calls to dynamically add another member before the battle begins? This is a reasonable solution, and one implementation of this idea can be found in the Enemy Reinforcements script. That script allows you to add enemies or troops to the battle, or even remove enemies or troops from the battle. If all you need is more enemies in your battle, then this solution is good enough. Referencing Members in Events Troop events are a major component of our battle system. They allow you to customize the flow of battle to suit your needs, either for story-line purposes or to provide variety or challenge. For example, when you are assigning page conditions, you can reference enemies or actors: However, let's take a closer look at the enemy condition: The number of enemies that you can reference is hardcoded into the editor. If you look at the event commands that deal with enemy troop members, you will see the same thing. The editor assumes you will have at most 8 members per troop, and effectively limits the events to work with only those 8 members. So if you had a 9th member and you wanted to condition on it...tough. This is why simply adding enemies into battle using script calls (using the reinforcements script mentioned in the previous section) is sufficient only if you are not working with events. So what is a solution? Read the rest at HimeWorks!
-
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
-
- troop
- limb aiming
-
(and 4 more)
Tagged with: