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-Liam-

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13th May, 2007 at 18:16:31 -

SORRY SORRY SORRY if this topic is somwhere else but I didn't notice it.

I'm after a decent RPG engine for MMF2 or TGF. I'm really no good with this kinda stuff and wanna see the best way of doing it. Any help is much appreciated!

 
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axel

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14th May, 2007 at 02:49:30 -

All engines are different, there is no best way to do it. If your problem is that you don't know how to make one, then you aren't experienced enough to make an RPG anyway. And copying someone else's code won't get you out of that situation.

What part exactly is it that you need help with?

 
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DaVince

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14th May, 2007 at 05:03:45 -

Try it yourself, I say. Keep these things in mind:

- Use objects' alterable values a lot, it makes things easier to manage because you have characters' seperate HP values, etcetera. Best do this with one object that has instances (by spreading a value in one of its alterable values).
- Your battle system will need 'states': the state in which characters' timers are filling up, the state in which someone attacks or is attacked (with the substate of the damage/stats showing up), and the state of the engine waiting for a command.

 
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-Liam-

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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
14th May, 2007 at 06:34:24 -

Well I've got the basics down though I have used a few work arounds so it feels over complicated. I guess the part which puzzles me the most would be actually starting the battles. Like after so many steps the battle would start, also how to determin what the battle conditions are: what monsters will you fight? Back attack etc etc etc.

 
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DaVince

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Game of the Week WinnerClickzine StaffHas Donated, Thank You!Cardboard BoxDos Rules!
14th May, 2007 at 08:43:26 -

Simple: have the enemies in an INI, in a group that has the name of the area or whatever, and make it load the enemy names from there. Other INIs are especially intended for the enemies, to load their graphics, level, HP etcetera.

Checking when to start a battle is a matter of seeing how many pixels the person has walked, and how many [random + start value] pixels are left before starting one.

Stuff like back attack can be randomized, like having a chance of 1 in 10 that it happens:
- Start of frame: Set global variable BACK ATTACK to Random(10)
- BACK ATTACK is lower than 1: set something to "back attack".

 
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