Is there any way to create a turn based battle system like in RPGs? An example would be nice. Thanks!
Turn-based Battle System
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Of course!
Take a look at this game I made and see if the battles are what you mean:
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It's not really super easy per se, but using a list object and a ****load of variables with a counter you can do it. I never really saw a specific turn-based battle system example before so I had to make that part by muddling through.
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this link is broken.
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Weird, works for me I just double-checked.
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I also made a turn based system. First i created a counter which added numbers based on your characters speed. if speed was low like 1 the counter would add a number every 1 second for example etc. when counter had maximum value, the commands becomes available. and upon clicking on one of those commands you make the various stuff happen. Oh and a counter counting up for the enemy as well. maybe it can get you started
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Could I see an example of it?? Thanks!
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I've dabbled with this in the past and always had difficulty coming up with a reasonable solution. Activating/deactivating various groups and playing with counters/lists seems to be the way to go.
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Yes, you are correct. A list box can be great for something like this. Depending on whatever monster you run into you can fill it with all their possible battle actions and even the odds of them executing those actions. Ex- for "Fight, Fight, Fight, Run" the monster would have a 75% chance to attackk the player and a 25% chance to run away.
I think what Klownzilla's talking about sounds more like an ATB battle system (ex. Final Fantasy 4 or 6, that uses speed counters for player action). If the OP's looking for a more traditional, Dragon Quest 1 vs 1 turn-based deal a very basic idea using a single counter might look something like this:
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Start Encounter, Battle counter set to 1
If counter = 1, then (have player enter his command)
If command = "fight" then counter = 2
If command = "run" then counter = 3If counter = 2 and enemy hit, damage enemy HP
If counter = 2 and enemy HP <= 0 then counter = 5
If counter = 2 and enemy HP > 0 then set counter to 4
If counter = 2 and enemy is missed, set battle counter to 4If counter = 3 and running was successful, return to main map screen and end the fight
If counter = 3 and running was unsuccessful, then counter = 4If counter = 4 then enemy attacks player (yada yada and etc)
If counter = 4 and player's HP > 0 then counter = 1 (goes back to the player's turn)
If counter = 4 and player's HP <=0 then player dies and go to the "you died" screenIf counter = 5 then you won the fight / award gold & experience points, treasures, and a ham sammich.
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Of course there's more too it than that, and maybe less sammich, but if you draw out a flow chart for what you want you will be able to do it.
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Thanks!!!!!!!
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Glad to be of help, let us know how it turns out
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Yes Zorcano, I am working on a WW2 Tactical game with Tanks, terrain, hexes for maps, spotting etc. MMF2 handles all this.
If you are starting out I will recommend that you get Jason Darby's book Going to War Creating Computer War Games, this book will bring you up to speed fairly fast with what you need to know as far as turn control, it is well written and full of ideas as well as it shows you how to use MMF2 for Turn based games and others. Also there are a lot of people on this forum how are very helpful with problems. -
Going to make a ninja rpg. ninjas are epic
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True! As a kid of the 80's you really can't go wrong with ninjas, explosions, AHNULD, or terrorists (as enemies of course!) in any game
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