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#1 Marco

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Posted 12 September 2008 - 08:50 PM

Hmm, I want to know if its possable to make a trun based fight? like final fantasy?im not asking for a script, just curious.

#2 Russ

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Posted 12 September 2008 - 10:39 PM

I highly doubt ZC will ever be able to do a true RPG. It would require so much coding that you might as well use a different program. However, these is a random encounter script to simulate enemy encounters here: http://armageddongam...ad.php?t=101224 If you ever find the turn based script, it would go great with this one.

#3 Marco

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Posted 12 September 2008 - 11:06 PM

Ok, a nOObish question. How do I load the script in the quest now?

#4 Gleeok

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Posted 12 September 2008 - 11:20 PM

Not quite yet.

If we had access to allegro text functions it would be pretty simple, but right now the workarounds aren't worth the effort.

I had thought about this already; It would basically be a three part code-
1. Reading a 64 room DMap and converting that data to a rather large array for ZC. Then redrawing a portion of that onto the current screen. (Screen scrolling)
2. An updated encounter script.
3 A battle script, which is easier than it sounds.


But right now we don't have enough control over the strings really.

#5 Alestance

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Posted 13 September 2008 - 10:09 AM

so, the battle script is simple? Care to explain?

#6 Marco

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Posted 13 September 2008 - 10:20 AM

Ok, when link is on a dmap, every random step rates he will go to a seperate dmap with enimies. Defeat enimies.....return to exact spot where link was. It is possable to make victory music n stuff but that I don't understand.

#7 Alestance

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Posted 13 September 2008 - 05:01 PM

No, I meant the one needed for a True RPG(or turn based) I meant to ask Gleeok.

What do you mean that a battle script is easy? Care to explain the particulars of an RPG battle script in ZC?

#8 Gleeok

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Posted 16 September 2008 - 02:08 AM

Well, more like it's less complicated than the other scripts. (at least for me)

I'd probably do something along the lines of;

Background - drawn on layers 0-2.
sprites - ffcs used for the graphics. That way any animation, effects, placement can be easily scripted.
modifiers - atk, def, mag, magdef, spd. So for example a physical attack on an enemy would be run through a function that takes the atk of the character and defense of the enemy, and returns the total damage. That is then subtracted from the enemy HP and may trigger animation/death/whatever. (For reference I think FF1 uses something like : - (((Str/2)+equipped_weapon) - Def) * no_hits)

It's just alot of tedious work. I don't see why it's not doable though. In the end it seems like you're gonna need lots and lots of functions for all the various math that you need.


Why, you thinking about making one?

#9 Alestance

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Posted 16 September 2008 - 11:44 AM

If you can do the easier parts, and tell me how to do the tedious work, then I'll work something out. I just want to dabble with it.


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