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Thread: RPG battle engine help.

  1. #11
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    Re: RPG battle engine help.

    Ah. That is unfortunate. I was rather hoping that there'd be a way to pull this off without having to learn a programming language I've never used before.

    All I can say is I hope this is easy to pick up. Thanks for the suggestion.

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    Re: RPG battle engine help.

    Well, couldn't you store the multipliers in the ini, then have Char1Strength * (pull value from ini)?

    You'd have to have a separate event for each totally different equation (like for all Ax + 3, Ax^2, etc.) but it would still be a lot less than one for each attack for each character.

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    Re: RPG battle engine help.

    I could do that and I had considered it, but the problem is that not everything will necessarily conform to a straightforward "This value multiplied by this other value" equation. Heck, not everything will even inflict damage. Some "attacks" may boost your speed or inflict a status effect on your enemies or something entirely different.

    Planning out all those parameters in an ini file would be difficult, but then so would learning a new programming language and trying to use that, so I suppose there isn't really an easy way out.

    I'll have to do a little more experimentation. Thanks for the responses.

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    Re: RPG battle engine help.

    Well you could state the attack rules within MMF. But for the sake of maintainability I'd recommend against.
    Before you make your choice between lua and .net, I'd like to give the hint that the .net extension is more stable (in my experience) and also actively worked on. So I would recommend that one. Besides that I found C# very very easy to learn and knowing it can't hurt (it's the future of windows app development anyway).

    Oh well. Those troubles you have here have me ring the "do not make an RPG (and especially not with MMF)" in my ears.. this stuff is clearly tricky to do and there is no easy or straightforward solution, for all I know.

    Okay, one thing I could think of, that would work in the "MMF ways" is this - create one different object per attack type. The object creating the attack object would fill in the relevant data (strength, etc.) and the object has events that calculate it's damage / effect upon hitting (or whatever) another object and apply it.

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