![]() |
Turn Based Battle - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: Resources (https://mirage-engine.uk/forums/forumdisplay.php?fid=49) +---- Thread: Turn Based Battle (/showthread.php?tid=2510) |
Turn Based Battle - Anthony - 20-01-2009 Looking more so just for ideas and hints as how to go about doing this in MS. I thought there was a topic talking about it before but I couldn't find it ![]() Re: Turn Based Battle - Labmonkey - 21-01-2009 you want like turn based tactile or turn based like pokemon? Re: Turn Based Battle - Anthony - 21-01-2009 Turn based like Pokemon, I talked to Dugor a bit and got some ideas, but can always here more ![]() Re: Turn Based Battle - Forte - 22-01-2009 I'm pretty sure someone released a Pokemon based game source, which included a very minor Turn table based system, wasn't to serious but it was a very good start. I'll look for it and reply if I find it Re: Turn Based Battle - Matt - 22-01-2009 Might I suggest having the battle in another window, so to speak, so that you can still see yourself on the map and what's going on around you, allowing you to chat and what not. Make the character passable, so just in case you got into a battle in a place where someone would need to get through, they can. Re: Turn Based Battle - Anthony - 22-01-2009 Asrrin, everything you said I already had xD. Currently I can walk around on my tile_type which then does a Int(Rnd * 5) + 1 right now and if it is 1 then it goes ahead and tells the client to load the battle screen as well as setting a TempPlayer.InBattle to YES. I will also be doing a little bubble thing above the sprites when they are in battle. That's all the easy stuff ![]() Matt, the battle window will be separate so you can still chat and see what's going on around you etc. Passable sprites will be a definite yes. Forte, I thought there was as well, but I looked through the forums and 9 pages of search results for it but couldn't find it ![]() All the simple stuff is done. Honestly now though, I don't have a clue where to go from here haha. Re: Turn Based Battle - Labmonkey - 22-01-2009 pvp would be harder then npc v p, but pretty much the same concept. With npc v p, first bring up a screen for the player where they can choose skills to use. When they pick one disable the skills and send it to the server, which will depending on the skill lower npc hp etc etc. Send packets back with the lowered hp, and also decide the npc's attack, and send it over/calculate the damage. When the client gets the npc attack packet, reenable the attack buttons, and it starts over again. Just do some checks to see if one dies and end the confrontation. |