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Eoff + Fabio = Win
I didn't use any scripts, because I'm still learning how to do those. I did the timer purely on events.
The enemy event needs two pages, one with the enemy graphic, and one without. I can't copy or paste the data for the event, but I worked it in three parts. The enemy is either easy, even, or tough.
The first thing you need to do is run a parallel on the map that sets variable 1 = to the main character's level. For my game, because it is for beginners, everyone levels up at the same time, including dead people. Therefore the main character's level always equals the average level.
The second thing you need to do is decide what level the enemy is. If you feel the enemy is level 6, then you give yourself + or - a certain amount of levels that indicate when the match will be even depending on the statistical build of your character system. For my game, I use the enemy's level and + or - 1 for an even match.
Then you set up a condition for the fight when you touch the event. First thing the event is going to search for is going to be the "difficult match". For a level 6 enemy, you set a condition to check for variable 1 (which was earlier set to equal the main character's level). The condition checks that variable 1 is any number less than 5 (which is the cutoff for the even match).
If it is less than five, then display the difficult match text, and initiate the battle. After the battle is over, you flip self switch A on and exit event processing.
If it isn't less then five, then you run another condition check to see if it is greater than 7. If it is greater than 7, you run the easy match message, run the battle, flip self switch A, and exit event processing.
If none of those conditions are met, then by default, your level range is 5-7. For this case, just run the even match message, run the battle, and flip self switch A.
What does self switch A do? Self switch A is the second page of the event. It contains no battle and no graphic. It is set to run parallel with the first page. All this second page does is continuously run a respawn check. When self switch A goes off at the end, the event is replaced with the first page, which contains the monster and the battle. My second page looks like this:
Wait 200 frames
Wait 200 frames
Self switch A = off
Since it is parallel, it will be running at the same time as the enemy page. Since self switch A doesnt come on until after the battle is over, it will continuously run and ignore that command unless the enemy is defeated.
You only have to make one of these once. After that, you can just copy it into a common event. Just remember to set the level con for each enemy according to how strong you make them.
To hell with Battletoads and Double Dragon.
THIS is the ultimate team.
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