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Cesque

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« Reply #15 on: December 01, 2003, 01:46:04 PM »
Hmmm... If I get what you want right, you talk about things like speed gauges. It's done like this...

#player1_ap! = player1_ap! + player1_speed!
#player2_ap! = player2_ap! + player2_speed!
#enemy1_ap! = enemy1_ap! + enemy1_speed!

#if(player1_ap! => player2_ap!)
{
#if(player1_ap! => enemy1_ap!)
{
#branch(:player1_turn)
}
#branch(:enemy_turn)
}

etc, etc...
« Last Edit: December 31, 1969, 06:00:00 PM by Cesque »
TKGB cancelled Spyder.

Bastard.

DarkElite

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« Reply #16 on: December 01, 2003, 02:14:00 PM »
lol,no i dont mean a speed gadge.......the thing im doing is where it put highest speeded creature to the 2nd highest and so on...but it wiull differ from battle from battle because you can have 4 players and 3 monsters at most
so it would be something like this....

#If (characters!=1)
{
#If (enemies!=1)
{
#If (character[1]spd!>enemy[1]spd)
{
#firstplayer$=character[1]
#secondplayer$=enemy[1]
}
#if (enemies!=2)
{
#...............(this is where i start to get stuck)

you see..........the problem becomes so big i dont no what to do... i have to compare the number of peoples spd, to the enemies....and then put them in order... thats where im horribly stuck....(this program....(if i figure out how to do this) will take forever!!! :angry: )
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
DarkElite

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DarkElite

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« Reply #17 on: December 01, 2003, 02:17:40 PM »
oh yeah! xorlak, howd you get the program to send the player back to where they started bfore a battle?  (unless its restore screen...then im screwd! Laughing )  i tried to look in your battle system...but it wouldnt let me.  hmm... it did before
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
DarkElite

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Cesque

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« Reply #18 on: December 01, 2003, 05:01:38 PM »
Then you'd best get used to big programs  Very Happy

Xorlak, as far as I know, just used restorescreen - because in his BS player is not sent anywhere, he stays where he was when battle begins.
« Last Edit: December 31, 1969, 06:00:00 PM by Cesque »
TKGB cancelled Spyder.

Bastard.

DarkElite

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« Reply #19 on: December 01, 2003, 05:47:55 PM »
Ces...do you have any ideas on how to do that enemy and character ordering?? Wink
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
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Xorlak

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« Reply #20 on: December 01, 2003, 10:26:45 PM »
Quote from: "DarkEite"
lol,no i dont mean a speed gadge.......the thing im doing is where it put highest speeded creature to the 2nd highest and so on...but it wiull differ from battle from battle because you can have 4 players and 3 monsters at most
so it would be something like this....

#If (characters!=1)
{
#If (enemies!=1)
{
#If (character[1]spd!>enemy[1]spd)
{
#firstplayer$=character[1]
#secondplayer$=enemy[1]
}
#if (enemies!=2)
{
#...............(this is where i start to get stuck)

you see..........the problem becomes so big i dont no what to do... i have to compare the number of peoples spd, to the enemies....and then put them in order... thats where im horribly stuck....(this program....(if i figure out how to do this) will take forever!!! :angry: )

Hmm... It seems you're tying to implement a queue to order player/enemy turns (if you don't know what a queue is, think of a checkout counter, where people wait in line to be served and apply that to taking turns in a battle system).  Although it's not impossible to do, it would be a lot easier to go with what Cesque suggests above and have the player/enemy take its turn as soon as its speed guage is full.

Quote
oh yeah! xorlak, howd you get the program to send the player back to where they started bfore a battle? (unless its restore screen...then im screwd!  ) i tried to look in your battle system...but it wouldnt let me. hmm... it did before


It's actually not #restorescreen.  I copy the player's location into some temp variables(i.e. player_x_temp! = playerX[0]!), send the player to a blank board and return him when the battle's over using the temp variables.
« Last Edit: December 31, 1969, 06:00:00 PM by Xorlak »

DarkElite

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« Reply #21 on: December 02, 2003, 02:58:45 AM »
so it would be like this...?

#Method CharXY(x,y)
{
#player_x_temp! = playerX[0]!
#player_y_temp! = playerY[0]!
#x!=player_x_temp!
#y!=player_y_temp!
}

#CharXY(lastx!,lasty!)
.....but what for the board?  :blink:
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
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Xorlak

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« Reply #22 on: December 03, 2003, 07:17:52 PM »
There's not a variable for the board, but you can fill in the name of the board in the board background field (boardbackground$) or one of the layer names in the board editor (boardtitle[x!]$) and access that.
« Last Edit: December 31, 1969, 06:00:00 PM by Xorlak »

DarkElite

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« Reply #23 on: December 23, 2003, 05:26:52 PM »
if you were to have #e3$=""+enemy3$+".prg" (when the enemy3$ is a set value) and you were to try to put that in a set image as only #SetImage(e3$,1,1,1,1), would it need quotes around e3$, or would that already be included with it?
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
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Xorlak

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« Reply #24 on: December 24, 2003, 10:40:02 AM »
No quotes are needed for a variable.  (If you put quotes around it, it would look for a file literally named "e3$").
« Last Edit: December 31, 1969, 06:00:00 PM by Xorlak »

Anonymous

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« Reply #25 on: January 02, 2004, 07:02:35 PM »
you guys are really great.  i wish i could find a constructive hobby like you!  im a ninja  :ph34r:
« Last Edit: January 03, 2004, 09:29:06 AM by Anonymous »

Cesque

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« Reply #26 on: January 03, 2004, 04:51:10 AM »
Identification of the mysterious ninja after hard investigation: DarkEite's brother!

But, yeah, good tip, I need some sun. But I am not a (Editor: Censored).
« Last Edit: December 31, 1969, 06:00:00 PM by Cesque »
TKGB cancelled Spyder.

Bastard.

Haraldur

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« Reply #27 on: January 03, 2004, 06:42:59 AM »
The viking cannot be bothered to chase the ninja around any more, so he gets out an M16 and shoots 497 bullets into the ninja.
« Last Edit: December 31, 1969, 06:00:00 PM by Haraldur »

DarkElite

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« Reply #28 on: January 03, 2004, 09:02:34 AM »
ow cesque, your rite! i swa him trying to put up a post in that name twice, but i shut the computer off both times (the second time was an accident  Very Happy )....he must have gotten on again, the fool. he doesnt understand nor appriciate the work we put into our programing :angry:
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
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DarkElite

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« Reply #29 on: January 03, 2004, 09:07:31 AM »
oh yeah! i ment to ask someone but never got around to it.... you see, ive created the basis to my battle system and have now created an enemy selection cursor... but when i test it, an error appears saying that the branch label :3enesecond cannot be found... as enemies!=3, can anyone help me out and check this program?

Code: [Select]
#savescreen()
*******1 ENEMY*******
#If (enemies!=1)
{
#setimage("Arrow.bmp",20,40,10,15)
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
  {
  #done!=1
  #turn$=attackene1$
  #restorescreen()
  #Branch (:en_sel)
  }
#If (enesel$=back$)
  {
  #done!=1
  #restorescreen()
  #Branch (:attack)
  }
}*for while
}*for if enemies=1

*******2 ENEMIES*******
#If (enemies!=2)
{
:2enefirst
#setimage("Arrow.bmp",20,40,10,15)
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
  {
  #done!=1
  #turn$=attackene1$
  #restorescreen()
  #Branch (:en_sel)
  }
#If (enesel$=back$)
  {
  #done!=1
  #restorescreen()
  #Branch (:attack)
  }
#If (enesel$="DOWN")
  {
  #done!=1
  #Restorescreen()
  #setimage("Arrow.bmp",15,108,10,15)
  #Branch (:2enesecond)
  }
}*for while
:2enesecond
#done!=0
#While (done!=0)
{
#wait(enesel2$)
#If (enesel2$=confirm$)
  {
  #done!=1
  #turn$=attackene2$
  #restorescreen()
  #Branch (:en_sel)
  }
#If (enesel2$=back$)
  {
  #done!=1
  #restorescreen()
  #Branch (:attack)
  }
#If (enesel2$="UP")
  {
  #done!=1
  #restorescreen()
  #Branch (:2enefirst)
  }
}*for 2nd while
}*for enemies=2

*******3 ENEMIES*******
#If (enemies!=3)
{
:3enefirst
#setimage("Arrow.bmp",20,40,10,15)
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
  {
  #done!=1
  #turn$=attackene1$
  #restorescreen()
  #Branch (:en_sel)
  }
#If (enesel$=back$)
  {
  #done!=1
  #restorescreen()
  #Branch (:attack)
  }
#If (enesel$="DOWN")
  {
  #done!=1
  #Restorescreen()
  #setimage("Arrow.bmp",15,108,10,15)
  #Branch (:3enesecond)
  }
}*for while
:3enesecond
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
  {
  #done!=1
  #turn$=attackene2$
  #restorescreen()
  #Branch (:en_sel)
  }
#If (enesel$=back$)
  {
  #done!=1
  #restorescreen()
  #Branch (:attack)
  }
#If (enesel$="UP")
  {
  #done!=1
  #restorescreen()
  #Branch (:3enefirst)
  }
#If (enesel$="DOWN")
  {
  #done!=1
  #restorescreen()
  #setimage("Arrow.bmp",10,170,10,15)
  #Branch (:3enethird)
  }
}*for 2nd while
:3enethird
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
  {
  #done!=1
  #turn$=attackene3$
  #restorescreen()
  #Branch (:en_sel)
  }
#If (enesel$=back$)
  {
  #done!=1
  #restorescreen()
  #Branch (:attack)
  }
#If (enesel$="UP")
  {
  #done!=1
  #restorescreen()
  #setimage("Arrow.bmp",15,108,10,15)
  #Branch (:3enesecond)
  }
}*for 3rd while
}*for enemies=3
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
DarkElite

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