posted
i got a idea it may be already possible but since i'm a Newb at making worlds here goes what if there was a way of making a quest so that a Monster may follow you around maybe a 1 in 5 chance of that monster popping up in your fight so that it will seem like the monster is Chasing u around the world
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posted
That was on Final Fantasy 8. And I think to put in your idea you'd have to prgram that monster with diffrent groups or something... I have no idea how it works.
Posts: 36 | From: Ontario | Registered: May 2001
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Samdi Malio
unregistered
posted
that CAN BE DONE!
code the fight scene (scene 2)
instead of having it say
THEME FIGHT
have it say
THEME IF R20, @randeq1 FIGHT END
@randeq1 FIGHT 123 FIGHT END
that would (unless I am stupid) make it so that about twenty percent of the time, monster number 123 pops up and fights you. Cool!
Also, samsyn, could it be possible to just have a command (a la BASIC) after the IF, as in IF R20, FIGHT 123? that would be very very cool and make things very very very much simpler.
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Well, it wouldn't have helped in this case since you would have had to follow the IF with a GOTO to skip the else clause anyway.
So, no. Get over it :-)
And I'm not adding curly braces either, and no regular expression parser.
But I *would* like to have a form of the FIGHT opcode which meant: "Populate with the usual map monsters BUT ALSO INCLUDE these.."
Something like:
FIGHT *, 12, -3
Where * meant "usual monsters for this part of the map", 12 was the monster which has been following you since you left stonetree (probably conditioned by a token which is taken away when you get to port shrimpee or whatever) and -3 is your merc buddy.
Thanks to the new super-accelerated script engine, I think it's more useful to do clever stuff in scene 2 (like checking which map you are on)
But I have this nagging suspicion that scene 2 isn't as flexible as it really ought to be... and I'm afraid to look to find out I'm right... -s]
[This message has been edited by samsyn (edited 05-26-2001).]
posted
haha! I opened up a completely new dimension to this game by asking basically if scene 2 could be coded!
so the coolest thing I liked about BASIC can't be done? darn.
For scene 2, i have miles and miles of code when that would make it way simpler
instead of a badzillion little segments you could just have
IF I186, FIGHT -150 (purchased mercenary) IF R20+T12, FIGHT 123 (monster following you) IF G750000, FIGHT 100 (burglar) IF I561, FIGHT * (fight twice as many monsters if you have this item) IF M0, FIGHT 255 (killem if they cheat!) FIGHT *
[This message has been edited by Samdi Malio (edited 05-27-2001).]
[this code would, of course, potentially do several fight scenes back to back. Since there is nothing preventing it from executing the instruction following each IF (another IF)
When you have an instruction like:
IF (condition) ACTION
The Action is performed if the condition is true, AND IN EITHER CASE execution continues with the next line.
If your goal is to have exactly one fight, you need to include a 'jump to end' after the ACTION. Which is a second command, which removes your net savings in number of code lines (and clarity).
Which isn't to say that the single line IF..ACTION doesn't have its uses. Just that your example probably isn't one of them
[This message has been edited by samsyn (edited 05-30-2001).]
posted
LOL! Look at my fight scene allready: ; SCENE 2 must be primary FIGHT scene (for automatic fights) ; SCENE 2 IF T310, @heal @top IF R20, @7 IF R22, @5 IF R24, @2 IF R26, @4 IF R28, @1 IF R30, @3 IF R32, @6 IF R35, @7 GOTO @top END @heal IF T313, @313 IF T312, @312 IF T311, @311 IF T310, @310 END @310 IF R20, @power GOTO @top END @311 IF R30, @power GOTO @top END @312 IF R40, @power GOTO @top END @313 IF R50, @power GOTO @top END @power ACTOR 5, "Repair Skill" 5: You recieved 500 Hitpoints and Magicpoints. GIVE H500 GIVE M500 @top IF R20, @7 IF R22, @5 IF R24, @2 IF R26, @4 IF R28, @1 IF R30, @3 IF R32, @6 IF R35, @7 GOTO @top END @1 MUSIC lop.mid FIGHT IF ALIVE, @extra END @2 MUSIC b.mid FIGHT IF ALIVE, @extra END @3 MUSIC b2.mid FIGHT IF ALIVE, @extra END @4 MUSIC b3.mid FIGHT IF ALIVE, @extra END @5 MUSIC b4.mid FIGHT IF ALIVE, @extra END @6 MUSIC b5.mid FIGHT IF ALIVE, @extra END @7 MUSIC b1.mid FIGHT IF ALIVE, @extra END @extra IF T125, @sl4 IF T124, @sl3 IF T123, @sl2 IF T122, @sl1 END @sl1 ACTOR 2, "Search Skill" IF R30, @found 2: You found nothing. END @sl2 ACTOR 2, "Search Skill" IF R45, @found 2: You found nothing. END @sl3 ACTOR 2, "Search Skill" IF R60, @found 2: You found nothing END @sl4 ACTOR 2, "Search Skill" IF R75, @found 2: You found nothing. END @found ACTOR 1, "Search Skill" IF R25, @g1 IF R25, @g2 IF R50+T124, @g12 IF R50, @g10 IF R10, @g8 IF R10, @g9 IF R5, @g3 IF R5, @g4 IF R5+T124, @g11 IF R1, @g5 IF R1, @g6 IF R1+V50, @g7 1: You found nothing. END @g1 1: You find an additional 75 Gold. GIVE G75 END @g2 1: You find an additional 65 Gold. GIVE G65 END @g3 1: You find an additional 100 Gold. GIVE G100 END @g4 1: You find an additional 90 Gold. GIVE G90 END @g5 1: You find an additional 500 Gold. GIVE G500 END @g6 1: You find an additional 1,000 Gold. GIVE G1000 END @g7 1: You find an additional 5,000 Gold. GIVE G5000 END @g8 1: You find an additional 250 Gold. GIVE G25 END @g9 1: You find an additional 200 Gold. GIVE G20 END @g10 1: You find an additional 150 Gold. GIVE G15 END @g11 1: You find an additional 1,000 Gold. GIVE G1000 END @g12 1: You find an additional 500 Gold. END ;----------