HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

need help from some trigger experts...

06-29-2003, 07:30 PM#1
kmfdm515
Im trying to make a small rpg for TFT (picked it up at Target yesterday :D )

But...what I'd really like to do is a turn-based battle system. Something that kinda warps you to a battle arena any time you confront enemies. I'm no good with triggers and I can't figure out how to make it select each player/enemy one by one and carry out actions like a FF battle system.

The hardest part seems like it would be deciding which hero/enemy acts when. Would it be feasible to make high agility = more turns? What would be great if spells affecting attack or movement speed would instead affect your turn frequency.

Any tips that might get me in the right direction?

Thanks...
06-29-2003, 07:39 PM#2
dataangel
Alright, you're going to want to experiment with a few basic things:

Make a building that trains lets say 3 units. Setup triggers to detect the units being trained, cancel their training, and do some other effect. This lets you create a 'menu' for attacking, casting spells, etc. To get more familiar with this open up some maps you've downloaded that use keyboard control (not ultra-new TFT ones but ones from war3 classic) to see how people have done something similar with goblin merchants.

Familiarize yourself with the integer functions telling you how much of a certain attribute a hero has.

Learn what variables are.

Learn what unit groups are.

Play with special effects.

Find out and experiment with those things in WE and you'll get closer to being able to do it ;) Once you've started a little you'll be able to ask more specific questions on here and we'll be able to help you more.
06-30-2003, 04:21 AM#3
AresKaminari
Ah, the turn-based battle system.
1) It's only June 29th (actually 30th now, really early), how did you pick up TFT at target BEFORE July 1st?

On topic:
Being that I have a working turn-based RPG system that runs on the movement speed of a unit (this is done by triggers that can modify unit speed, and the fact that I used two different units for characters, one battle and one field). I would suggest doing a menu based upon either dialogs (pop up boxes, they look a lot like the warcraft III menu system), or using actual detection of unit commands. I personally use dialogs. Ari of WarCraft tactics (one of the best triggered maps) experimented with pretty much the same thing and decided that dialogs were the best choice thanks to a little testing and persuasion (heh.)

But otherwise: You should definately look up variables, integers especially, leaderboard is important, and learn how to properly use quest functions overall as well.
07-01-2003, 01:25 AM#4
kmfdm515
Quote:
Originally posted by AresKaminari
1) It's only June 29th (actually 30th now, really early), how did you pick up TFT at target BEFORE July 1st?


Well, I walked in on the 28th, and to my surprise it was out on the shelves already!:ggani:

Thanks for the info guys...I'll check that stuff out, but I'll probably not be able to make a trun based system by myself...sounds a bit too complicated. :bgrun:

Quote:
Originally posted by AresKaminari
Being that I have a working turn-based RPG system that runs on the movement speed of a unit (this is done by triggers that can modify unit speed, and the fact that I used two different units for characters, one battle and one field).


Why would you need 2 units for each character? What does each one do?
07-01-2003, 04:29 AM#5
AresKaminari
Well you see, I use two because I use the movement speed of the hero (fighter) on your team to determine how fast he gets his turns, and when he levels up, he gets a boost in movement speed due to triggers, but, I don't want the dude to go in faster on the 'world map,' so I use another 'different' unit (a duplicate of the hero) that looks the same that has the same levels and skills due to triggers, but does not move any faster (so the game doesn't suddenly go by real fast, walking-wise).
07-01-2003, 04:57 AM#6
kmfdm515
Wow, that's great! So spells like slow/clap/UF/lust actaully effect your turn rate? I'll assume you had to alter them to last a bit longer, though.

I guess what I was thinking is making the turn frequency based on a combo of move speed +agilty, because if it's based only on move speed, isn't agility mostly a useless stat? (besides the armor boost.)

I'd like to try your map? Can I DL it somewhere?
07-01-2003, 05:12 AM#7
AresKaminari
For the most part I don't bother with agility, but it's there for the armor like you said. Actually as of right now I only allow enemies to cast slow, I haven't really experimented on the others. But because slow affects their movement speed, and the triggers say 'Current Movement Speed,' the spell does actually cause a person to take longer to get turns. ^^
07-01-2003, 08:46 PM#8
kmfdm515
Hah! Check this out AresKaminari...

In the new TFT WE, you can set certain gameplay constants...one of them is 'Hero Attributes - Movement Bonus per Agility point'

Yes! Now agility could have a function, and directly affect your turn frequency.

This is too cool. I can't wait to get this battle system going.
07-02-2003, 03:00 AM#9
AresKaminari
Excellent, I'll make sure to add that in. So when're you going to start yours?
07-02-2003, 04:00 AM#10
kmfdm515
Well, I don't think I can make the battle system just yet.

I've never tackled anything that ambitious, and it's kinda hard to do something like that for a novice. I haven't seen any turn-based maps released, so I don't have much to go on.

I'll just have to make sure I learn every aspect of the WE and go from there.

Sure is fun playing with all the neat stuff they added in TFT WE, though...