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RPG Script Set for ZC (Request Features Here!)

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#16 Timelord

Timelord

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Posted 18 April 2014 - 11:44 PM

That's all possible, but I'm not sure how useful it would be, because what you are doing is making all enemies worth the same XP, if I'm reading what you're saying right. Using larger values, is just a way of load-balancing, by making less powerful enemies worth less of a level, without complex equations.
 

EDIT: Also, options for enemy level scaling (and equivalent stat distribution) with the player's level would be a nice touch. I hate getting into games and outleveling enemies to the point that they can't damage me. It takes a lot away from quests and tasks, and general exploration of underleveled areas.

I'm including something like this already, based on some work that MoscowModder did, that changes the 'levels' of enemies, based on the player level, or other game attributes. It works via an FFC, that can be customised to fit the needs of the game.

This would be what TeamUDF calls 'Digivolved' enemies, which may or may not make logical sense. I plan to do this based on Triggered Events, rather than on Player Level, but it's easy to set the trigger for the change, and the enemies to change.

I would like to make the FFC easier to use though, so that you don;t need multiple instances of it on a screen to handle different enemy types. I think that my current version will do this, but it's one of the features I plan to test in either the next, or the second-next build of TGC.

The present build is testing the scripts that I made in February, through early April. There are many components of those scripts that are int he game, but aren't in use yet, that I need to set up; and test, before I can test the newest components. I try not to add too much to test at a time, to keep myself from needing to determine if there are any conflicts.

The less you test at a time, the easier it is to pinpoint the source of a problem. I learnt this the hard way, when I tried to completely re-write my global script, and half of the game broke,because isolating components into individual functions changed something critical to their functionality. :/

Here is the present work on DigiVolving Enemies. It is untested, and a WIP:

(Note: Requires stdArguments.zh v6.9.7)

Edited by ZoriaRPG, 19 April 2014 - 08:08 AM.




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