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A few questions I have

1: How can you use an option of say, when you equip a gun, you hit the action button and it fires in the direction you're facing and hits events and kills them?
2: How to make it if you fire a loud weapon during a stealth segment you get a game over? I can't find a conditional branch that has an option if a sound effect is played something will happen.
3: When in battle, how to make a small chance of when attacking with a gun that you instantly kill the enemy, and how to make a cheat (a certain name) make that always happen?
 
FYI, bumping a post an hour after you make it is pointless. The accepted thing to do here is to wait 72 hours. Try to be a little more patient. (Heck, not everybody's even up at this hour.)

Now, some of your questions:

1: Do you want an Active Battle System, or do you just want this to be a thing that you can do outside of some battles? If you want an ABS, there are a number of scripts for that. You could probably do it with events otherwise, but I'll save that for if you want it.

2: There isn't a conditional branch for sound played, of course, but think: How did you play that sound? Presumably, this wasn't mid-fight, so you used a conditional branch that looked for a button press to determine when to play that sound, right?

Now, how does the game know that you're in a stealth area? That's a time when you'll have a Switch of some kind that's ON when you're in the area. So all you need to do is insert an additional conditional branch that ends the game if you've triggered the noise in a stealth area.

3: This really depends on the battle system that you're using, and how you make the gun work in that system. If firing the gun is a normal attack, you'll probably need a script. Otherwise, if it's an Item or Skill, you could have it put a State on the enemy that it hits, and then have a Battle Event check every turn to randomly inflict the KO State on an enemy that had the State inflicted on them. (The State, of course, would last 0 turns.) You could then use an extra Conditional Branch to check the name of the character, and always inflict the KO State.
 
Unka Josh":3ckk13kr said:
FYI, bumping a post an hour after you make it is pointless. The accepted thing to do here is to wait 72 hours. Try to be a little more patient. (Heck, not everybody's even up at this hour.)

Now, some of your questions:

1: Do you want an Active Battle System, or do you just want this to be a thing that you can do outside of some battles? If you want an ABS, there are a number of scripts for that. You could probably do it with events otherwise, but I'll save that for if you want it.

2: There isn't a conditional branch for sound played, of course, but think: How did you play that sound? Presumably, this wasn't mid-fight, so you used a conditional branch that looked for a button press to determine when to play that sound, right?

Now, how does the game know that you're in a stealth area? That's a time when you'll have a Switch of some kind that's ON when you're in the area. So all you need to do is insert an additional conditional branch that ends the game if you've triggered the noise in a stealth area.

3: This really depends on the battle system that you're using, and how you make the gun work in that system. If firing the gun is a normal attack, you'll probably need a script. Otherwise, if it's an Item or Skill, you could have it put a State on the enemy that it hits, and then have a Battle Event check every turn to randomly inflict the KO State on an enemy that had the State inflicted on them. (The State, of course, would last 0 turns.) You could then use an extra Conditional Branch to check the name of the character, and always inflict the KO State.
1: I mean out of battle.
2: I can't even get a sound to play using a conditional branch even if I have the gun equipped and I use the button that's supposed to trigger the event.
3: It would be a normal attack, so I probably would need a script?
 
1: Not hard. You just need a parallel-process event to check the button push and the gun being equipped. When it activates, the event uses Variables to check the relative Map X and Y of the player and any events that can be shot, and also uses those variables to check the direction the player is facing, to determine if they're in the line of fire of the gun.

2: This suggests to me that something is fundamentally wrong with your processing of the gun firing event. Is it a Parallel Process common event? Are you sure that you're pressing the right button? (The "X" button is not "X" on the keyboard, for example. That's all explained in the Help file that comes with the maker, which you really need to read.)

3: Actually, I just double-checked, and I'd overlooked the fact that a weapon can inflict a State all on it's own. Use the method that I just described, giving the State Infliction to the weapon that can do it, and you're golden.
 
Unka Josh":yqjqk3of said:
1: Not hard. You just need a parallel-process event to check the button push and the gun being equipped. When it activates, the event uses Variables to check the relative Map X and Y of the player and any events that can be shot, and also uses those variables to check the direction the player is facing, to determine if they're in the line of fire of the gun.

I have problem 2 sorted out. I could probably easily get 3 sorted out, but I need help with the gun function because I'm not good with or had any prior experience with variables.
Edit: Also, I don't want a script for an ABS battle system unless it's only the shooting, my game's battle function is that the enemies (in a non-stealth portion) spot you and chase you and when you touch them a battle starts.
 

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