With BABS I wanted some enemies to be random rather they are there or not. Now I can do it with with a common event and control variable with random number and call it in my enemy.
But the thing is they all share the same value, and you can't set it to x or below when calling the variable in the event, only x and above. So each enemy has it's own variable # for when it shows, 5 and above, 10 and above, 15 and above, yes some sharing the same number.. but you get the idea...
However if that variable = a high number/maxed number, EVERYTHING shows cause you can't set it so if it's x and below show and if above don't.
So while it can make them appear 'random' I also rather not have all of the events show if the variable lands on it's higher/maxed number.
Any idea how I may event this so it well.. gives each enemy more...randomness?
I tried using conditional branches to check if the variable is the appropriate number, but something went screwy and it just wouldn't work.
Help/example would be nice @.x
lilcooldude69
Oct 6 2010, 02:46 PM
er can u reexplain that i have no idea what ur trying to do and what is babs....
Taiine
Oct 6 2010, 03:08 PM
Blizzards Advanced Battle System.
And don't think I can explain it any clearer. I have enemies on the map. I'd like to have each one be controlled by a variable or some means so each one has a random chance to appear on the map. So I can have a more 'random' enemy placement.
Right now I have a common event variable that picks a random number from 0-20, and my enemies are set to the variable switch so that if the variable is above # then enemy will show.
So say it lands on 10, all enemies with the variable set lower then 10 will not show, all set above do. Down side to this, is if the variable lands on a number that is close to/is 0 value, ALL enemies appear. I don't want that,. I also don't want to make a whole lot full of random common events.
Like each enemy to have a random chance to appear or not appear. As I have it, it's not so much 'random' but 'how many enemies will turn on'
lilcooldude69
Oct 6 2010, 03:46 PM
post your event and i'll see what i can do a screenshot of all id possibly need to see to see if i can make it work
Taiine
Oct 7 2010, 03:35 AM
No screen shot is really needed, I have just what I had said. a common event with a control variable set to random number from 0-20 and in my events calling the variable if it's above # then show, and there all set to a different number with a few sharing.
Go in and out of the cave to see the effect, the person your standing to will tell you what the variable is set to. My issue? The higher the number, the more show, it's not as 'random' as it may seem. I want each one to appear random not just have more show up the higher the number.
I hope you don't mean event ID's, cause I wanted this on a few maps especially in my dungeons and they wont always have the same amount of enemies around or all have the same event ID's. :/
lilcooldude69
Oct 7 2010, 05:35 AM
one thing did u ever add the rpgmaker vx variable fix to ur scripts data base its the game_interpreter script u have to add that if u want ur variables to work correctly and stupid mediafire is being stupid saying theres no servers with this file atm
Taiine
Oct 7 2010, 06:49 AM
Odd the DL file is working for me..
Edit: wait.. vx? This is for XP.
RzrBladeMontage
Oct 7 2010, 11:02 AM
The download also wasn't working for me, but I whipped up something pretty quick that should help you out. From what you said you just wanted a variable that spawned different monsters every time you went into a room, but you wanted to delete the other monsters instead of having a room full of different monsters, correct? Well this should be what you're looking for .
That is a start of what I'm after... but not quite. I don't want it to spawn 'different' kinds of monsters, but random ones of the same kind so my paths that you may have to go down two or so times can become a little more of a challenge by having enemies be at different locations and in a different quantity a.k.a 'random'
thennnn you need to make troops with more monsters in them and set those to ur variables for the randoms so you have more than just one monster per fight or 2 make more troops and set them as a fight
Taiine
Oct 7 2010, 06:30 PM
I'm not using troops, I have actual enemies on my map. @.x I already said that in two posts now! I also said I'm using EVENTS for them so that would also mean they are on the map not the troop set up in the default battle system.
thennnn you need to make troops with more monsters in them and set those to ur variables for the randoms so you have more than just one monster per fight or 2 make more troops and set them as a fight
She's using a different battle system, lilcooldude. It's a special battle system that allows you to attack enemies right on the map instead of being transported into a battle screen. You can read more about it here: http://www.rpgrevolution.com/forums/index....mp;hl=blizz+abs
@taiine
So what you want to do is basically have the same monster on a map, but just spawn different amounts of them at different times?
Taiine
Oct 7 2010, 08:05 PM
Not amounts, if I wanted that I'd stick with what I have. I just want say.. each enemy on it's own has a 50/50 shot at appearing on the map(giver take). So each time you enter an area there are a different placement of enemies some times having more, some times less but each one random unlike where I have it where it's just 'higher number, more that show'. Just so I can give more life and challenge to areas the player will pass by more then once.
lilcooldude69
Oct 7 2010, 09:27 PM
make 2 variables both set to randoms, Random variable 1 = random 0-20, random variable 2 = random 5-15, the monster: make only certain ones appear if both variables are true and make some appear if only 1 variable is true to add more of a random it seems like u can almost predict what types are gonna appear is what ur having a problem with?
RzrBladeMontage
Oct 7 2010, 11:11 PM
QUOTE (Taiine @ Oct 8 2010, 12:05 AM)
Not amounts, if I wanted that I'd stick with what I have. I just want say.. each enemy on it's own has a 50/50 shot at appearing on the map(giver take). So each time you enter an area there are a different placement of enemies some times having more, some times less but each one random unlike where I have it where it's just 'higher number, more that show'. Just so I can give more life and challenge to areas the player will pass by more then once.
Okay.. so I'm not sure if I'm reading this right. You want it to where monsters spawn in different areas of a map, so instead of a player just being able to just run through the same area over and over, they may have to fight?
Taiine
Oct 8 2010, 07:24 AM
Sorta, they don't spawn in those areas, just random if where I set the event if they appear or not.
For example, one of my caves in my game that you end up going back through three times.
Yay cave, though before any events were added >.>;;;
Once for a simple 'find this enemy, kill it to get the quest item and return it to it';s owner, another a little later on when you get an idea to clear some rubble to take you to a deeper section of the caves, and again on your way back out.
Now say I have 20 enemy events scattered around the cave. Like each one to have a 50/50 chance of actually appearing on the map, so it becomes more random as to what enemies appear and thus seem like there are less or more and seem some appear in diff areas simply due to the 50/50 shot of the event triggering to be on.
though would be nice if some had a higher % of showing then others... but.. yeah. ;3 I'd be happier with just 50/50 at this rate.
lilcooldude69
Oct 8 2010, 08:08 AM
like i said do the 2 variable thing i said earlier u will actually be able to set ones to appear more than others depending on ur variable number u put it to appear as it will be random on a 2 lvl deep variable
Taiine
Oct 8 2010, 08:23 AM
Not sure I grasp what you are saying. It don't sound much diff then what I am currently using. It already lets others appear more but if the number of the var is set to max they all end up showing.
Did my demo work at all this time?
lilcooldude69
Oct 8 2010, 08:29 AM
oh so thats just ur problem u dont want them all to show if thats the case make 2 conditionals set the ones you dont want to show to be less than a certain number on the variable but more than another number on the variable make it turn on a switch tho cuz u can only set it to 1 variable in the event form but ne ways so it would be like
conditional if variable monster is <= 20 conditional if variable monster is >= 15 turn on switch
i hope that helped somthing im still trying to grasp what u want lol
Taiine
Oct 8 2010, 10:20 AM
You mean do that in the enemy event or in the common event? I hope you don't mean in the event as that would cause issues with the battle system as it triggers events 'on death' of the event rather then the normal means less it's changed but that means more switch playing @,x
lilcooldude69
Oct 8 2010, 10:27 AM
the variables can be whatever number you want as well as the switches just make sure the switch makes the monster appear and make sure you have 2 conditionals like i put above
Taiine
Oct 8 2010, 11:23 AM
You still didn't answer if you mean in the common event or in the enemy event.
lilcooldude69
Oct 8 2010, 06:51 PM
can be in either doesnt matter as long as the switch makes the enemy appear
Taiine
Oct 8 2010, 07:01 PM
bah, with common events still not getting it working right, now it's pretty much they either all show, or none at all.
Taiine
Oct 10 2010, 06:35 AM
I still need help with this...
The way with the two vars and the switch, it still effects ALL of them so they either all come on, or all are off.. unless I set up 50 or so switches and just as many common events to set each enemy to... and that's not what I wanted. >.<
lilcooldude69
Oct 10 2010, 08:30 AM
sounds like ur gonna need a script its getting complicated D:! that or you can send me your stuff that you have done so far on your game (rrr honor i wont reveal what i have seen in your game to anyone) and give me exact instructions of what u want and i'll see what i can do
Taiine
Oct 11 2010, 03:04 PM
Or you can go and DL the battle system, pop it in a test game, lay out a few enemies and test it yourself. xD
But for the fun of it I made you a small mini demo of just that. http://www.mediafire.com/?fu848291h89snxh (if it don't chose to be a brat and not work) controls are slightly diff... arrow keys move, D attacks, S defends, Shift runs, Q opens menu/cancels, W selects/confirms, ZXC controls the hub.
and for the sake of learning new controls. I set all the enemies AI to simple passive, so they wont attack less you attack first. lol ...well...all but one... >:3
and I already said what I am after. I want each enemy to have a 50-50 shot at appearing, not 'group a only shows, group b only shows etc' or as it's been set to 'higher number more show' anything closer to 'random spawns' would be more desired.
lilcooldude69
Oct 12 2010, 01:10 AM
well hopefully this is what you want 50/50 percent chance on all monsters not just 1, lady in the demo turns the switch on, after that it stays on i can get it to shut off haha i didnt feel like inserting all the switches on the monsters to shut off but ne ways this is what i got 23 switches were used 23 monsters were used 23 common events were used lol and 23 variables were used u'll understand when u download this demo, when you leave the map and go back they randomize there is no real time randomize lol
Well.. I guess that seems to be the only way to do this.. sadly, I was hoping it didn't have to use 20+ switches and common events... some of my maps will have various numbers on enemies, and they could lead up to 60 some switches and just.. ugh... Darn it, I was really hoping there'd be a more simple way, one or two switches that can tell each one to be on or off on their own... >.< Oh well.. thanks... least this is a start...
lilcooldude69
Oct 12 2010, 09:04 AM
haha well i ran every possible way of doing it in order for each individual monster to be truly random they need their own switches/variable/common event
Taiine
Oct 12 2010, 10:31 AM
Well again it's better then nothing. Perhaps a change in plans, only have some be random and others be there all the time, to cut down on the mass number of switches I'll need.. still thanks. :3
lilcooldude69
Oct 12 2010, 07:59 PM
np im always here to help its what i do and yeh thats a good idea cuz i dont think u want to use all ur monsters loll with that approach lol
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.