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Project: RPG Open Source
Project Started: 8th December, 2008 Last Update: 26th January, 2009
Project Owner: Jason Orme Project Members: Fanotherpg Master Maker
Project Type: Open Source RPG Engine Project Progress:


 

Public Forum ::. Combat System [OUTDATED]
 

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Jason Orme

Using Klik Products Since 1998

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  24/05/2002
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9th December, 2008

This is the thread about the combat system and features we wish for it to include.

Features wanted:


- Clicking on an enemy will lock on to them (so your attacks will only hit them)

- Even when locked into combat you still need to be next to the enemy you are attacking

- attacking will be based on the weapon currently equiped and its speed and damage example:

----------
Dagger
Dmg 18
Speed 0.80
----------

----------
Two handed Mace
Dmg 26
Speed 2.60
----------

The mace may deal more damage but its a slower weapon, the dagger may deal less damage but its fast and can get a couple of hits in the time it takes to deal one hit with the mace.

- You can run away from enemies but they will give chase. Once reached so far away from them they will give up the chase.

- Some sort of detection system would be good so that aggressive enemies will attack you when your too close



 
www.jsofts.com

Jason Orme

Using Klik Products Since 1998

Registered
  24/05/2002
Points
  960

VIP Member360 OwnerWii OwnerAttention GetterThe Cake is a LieCardboard BoxHero of TimeI'm a Storm TrooperI'm on a BoatIt's-a me, Mario!
Sonic SpeedMushroomStrawberryI like Aliens!PS3 OwnerTurtle Power!I am an April Fool
9th December, 2008

Here is a basic system for targeting and attacking.

http://www.jsofts.com/rpgopensource/rpgattacksystem.mfa

Its abit simple and crude but you get the idea.

Graphics are not my own and are only a representation.



 
www.jsofts.com

[DELETED]

Likes to put dots on paper

Registered
  08/12/2008
Points
  118

MushroomVIP MemberARGH Sign
10th December, 2008

Just a slight update on it, regarding attacking. I re sized the player's collision box to be a wide oval because of the 3/4 down view; if it's one big circle, only your head needs to be near the enemy rather than your actual feet/body, giving you an unfair 'reach'.

So now the player is in a more realistic 'reach' of the enemy when he is attacking, and the enemy can attack him back.

Also made the player look at his enemy when he is attacking/close to him.

http://jthongbai.ripenetwork.com/embryonic_fluid/rpgattacksystem-b.mfa

--------------

I tried to fiddle with the attack speed options, perhaps the code needs to be a little more complicated to factor in attack speeds. Mainly I think the problem is working with decimal numbers, I'm not very familiar with using anything other than whole integers in MMF.

In any case, rather than the speed counter resetting to '1.4', you need to set the max value to a decimal number and just tell it to reset to maximum value otherwise you will need to program attacking each enemy with each weapon (multiplying the events to something crazy..).

 
n/a

Jason Orme

Using Klik Products Since 1998

Registered
  24/05/2002
Points
  960

VIP Member360 OwnerWii OwnerAttention GetterThe Cake is a LieCardboard BoxHero of TimeI'm a Storm TrooperI'm on a BoatIt's-a me, Mario!
Sonic SpeedMushroomStrawberryI like Aliens!PS3 OwnerTurtle Power!I am an April Fool
10th December, 2008

Yeah, the speed counter stuff was just there as an example, it was never designed to be used the way longterm. But until the inventory system is working and I can create a equipment screen to equip armor and weapons from your inventory very little can be done with it.

 
www.jsofts.com

[DELETED]

Likes to put dots on paper

Registered
  08/12/2008
Points
  118

MushroomVIP MemberARGH Sign
11th December, 2008

That is true.

 
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