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Battle Simulator

I'm looking for a script that would enable the player to fight the monsters that they've already encountered within the game. This would be a specific building or person that the player could go to for training purposes.

Must be compatible with the Minkoff RTAB. If you need any more information, I'll try to be more detailed. Thank you.
 
Events for every monster fought? Sure, if you only have a few. I don't mean to be sarcastic, but I'm looking for a script, not an event system. I intend to have only one place where the character can go fight the enemies they have already fought.
 
bump, i would also like this, kinda like a bestiary typ thing where the monster is added to the list once you fight them once, and you can fight them again in a certain place but if you die in that battle it doesnt give you game over, and you dont win any items or anything and it auto heals after the battle
 
uzumakishade's given a clue. Both SephirothSpawn (I think...) and Momomo made bestiary scripts, which means that they had to get ENEMY information after the battle is won. Basically, getting it in the 'phase_5' section???

Momomo's bestiary gave one page for each individual enemy, but Seph's system was designed to show an entire TROOP at a time. So this could be best modeled after "Seph's" system that gave full 'TROOP' pages, and clicking on a troop on-screen, it goes into the battle.

And as it's practice, set it up for 'Continue Even when Lose' and a restore to original health feature.
 
My old system was terribly done. I need to update it pretty baddly. Essientially, test battling a single npc requires you to create a new RPG::Troop with script. Add that new troop in $data_troops, then remove it at the end of battle.
 
Actually, uzumakishade, I would like for the experience earned from the monsters, and also the items. Perhaps only half of what was originally earned?

But DerVVulfman has the right idea. I'd like for the script to be at a place, though, instead of inside a beastiary script.

However, I'm willing to take a look at anything right now that is similar to what I'm requesting.
 
From what I am planning, this will be just a basic battle simulator.

You can control a list of enemies based off their id with a script.

Code:
$game_system.battle_simulator.enemies = [ enemy_id, enemy_id, ... ]

You can control what gold drops and such you can have:
Code:
$game_system.battle_simulator.gold_percent = n
$game_system.battle_simulator.exp_percent = n
$game_system.battle_simulator.drop_items = true or false
(This will be configured to work with my Dynamic and Multiple Item Drops System)

For kicks, I am throwing in a "Charge" option, to test out enemeis. You may turn it off.
Code:
$game_system.battle_simulator = { enemy_id => cost, ... }

Battle starts, you will not be able to get a game over and will return fully healed after battle.

The interface will just be like my Inn System. Just a welcome help window at the top, price window at right (if enabled), and a list on the left of enemies you can fight.
 
I am not sure, but this should work (haven't worked on it in a few days).

Code:
#==============================================================================
# ** Battle Simulator
#------------------------------------------------------------------------------
# SephirothSpawn
# Version 1
# 2007-06-02
# SDK Version 2.2 + : Parts I
#------------------------------------------------------------------------------
# * Version History :
#
#   Version 1 ---------------------------------------------------- (2007-06-02)
#------------------------------------------------------------------------------
# * Requirements :
#
#------------------------------------------------------------------------------
# * Description :
#
#------------------------------------------------------------------------------
# * Instructions :
#
#   Place The Script Below the SDK and Above Main.
#------------------------------------------------------------------------------
# * Customization :
#
#------------------------------------------------------------------------------
# * Syntax :
#
#==============================================================================

#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('Battle Simulator', 'SephirothSpawn', 1, '2007-06-02')
SDK.check_requirements(2.2) 

#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.enabled?('Battle Simulator')

#==============================================================================
# ** BattleSimulator
#==============================================================================
  
module BattleSimulator
  #--------------------------------------------------------------------------
  # * Cost Settings
  #--------------------------------------------------------------------------
  Enable_Cost        = true
  Default_Enemy_Cost = 100
  Default_Troop_Cost = 500
  #--------------------------------------------------------------------------
  # * Simulator Commands
  #--------------------------------------------------------------------------
  Simulator_Commands    = {}
  Simulator_Commands[0] = 'Fight Single Enemies'
  Simulator_Commands[1] = 'Fight Full Troops'
  Simulator_Commands[2] = 'Exit'
  #--------------------------------------------------------------------------
  # * Simulator Message
  #--------------------------------------------------------------------------
  Return_Simulator_Messages    = {}
  Return_Simulator_Messages[0] = 'Congrats on your victory!'
  Return_Simulator_Messages[1] = 'Better luck next time... losers!'
  Return_Simulator_Messages[2] = 'You Chickens!'
  #--------------------------------------------------------------------------
  # * Flags
  #--------------------------------------------------------------------------
  @delete_last_troop     = false
  @return_to_simulator   = false
  @return_to_simulator_p = nil
  @return_scene          = nil
  #--------------------------------------------------------------------------
  # * Start Enemy Battle
  #--------------------------------------------------------------------------
  def self.start_enemy_battle(enemy_id, cost = Default_Enemy_Cost,
      return_to_simulator = true)
    # Create Member Page
    member = RPG::Troop::Member.new
    member.enemy_id = enemy_id
    member.x = 320
    member.y = 320
    # Create Dummy Troop
    new_troop = RPG::Troop.new
    new_troop.id = $data_troops.size
    new_troop.name = 'Battle Simulator'
    new_troop.members = [member]
    # Add Troop to Data Troop
    $data_troops << new_troop
    # Set Flags
    @delete_last_troop   = true
    @return_to_simulator = 1 if return_to_simulator
    # Start Troop Battle
    self.start_troop_battle(new_troop.id, cost, return_to_simulator)
  end
  #--------------------------------------------------------------------------
  # * Start Custom Troop Battle
  #--------------------------------------------------------------------------
  def self.start_custom_troop_battle(enemies, cost = Default_Troop_Cost, 
      return_to_simulator = true)
    # Create Dummy Troop
    new_troop = RPG::Troop.new
    new_troop.id = $data_troops.size
    new_troop.name = 'Battle Simulator'
    new_troop.members = []
    # Pass Through Enemies
    for i in 0...enemies.size
      # Create Member Page
      member = RPG::Troop::Member.new
      member.enemy_id = enemies[i]
      member.x = 640 / (enemies.size + 1) * i
      member.y = 320
      new_troop.members << member
    end
    # Add Troop to Data Troop
    $data_troops << new_troop
    # Set Flags
    @delete_last_troop   = true
    if return_to_simulator && @return_to_simulator_p.nil?
      @return_to_simulator_p = 2
    end
    # Start Troop Battle
    self.start_troop_battle(new_troop.id, cost, return_to_simulator)
  end
  #--------------------------------------------------------------------------
  # * Start Troop Battle
  #--------------------------------------------------------------------------
  def self.start_troop_battle(troop_id, cost = Default_Troop_Cost,
      return_to_simulator = true)
    # Change Battle Simulator Settings
    $game_battlesimulator.testing = true
    # Lose Gold
    $game_party.lose_gold(cost)
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Set Flags
    @return_to_simulator = return_to_simulator
    if return_to_simulator && @return_to_simulator_p.nil?
      @return_to_simulator_p = 2
    end
    # Memorize Scene
    @return_scene = $scene.class
    # Set Battle Troop ID
    $game_temp.battle_troop_id = troop_id
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * End Battle
  #
  #   Result - 0 : Win ; 1 : Lose ; 2 : Escape
  #--------------------------------------------------------------------------
  def self.end_battle(result = 0)
    # Change Battle Simulator Settings
    $game_battlesimulator.testing = false
    # Delete Troop if Flag set
    $data_troops.pop if @delete_last_troop
    # Turn Delete Last Troop Flag Off
    @delete_last_troop = false
    # Return to Scene
    $scene = @return_scene.new
    # If Return to Simulator
    if $scene.is_a?(Scene_Map) && @return_to_simulator
      # Show Return Message
      messsage = BattleSimulator::Return_Simulator_Messages[result]
      $scene.open_battlesimulator(@return_to_simulator_p, messsage, true)
    end
    # Clear Simulator Flags
    @return_to_simulator, @return_to_simulator_p = false, nil
  end
end
  
#==============================================================================
# ** Game_BattleSimulator
#==============================================================================
  
class Game_BattleSimulator
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :enemies, :troops, :commands
  attr_accessor :testing, :returning
  attr_accessor :exp_percent, :gold_percent, :drop_percent
  attr_accessor :enemy_cost, :troop_cost
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @enemies, @troops, @commands = [], [], [0, 1, 2]
    @testing, @returning = false, false
    @exp_percent, @gold_percent, @drop_percent = 50, 50, 50
    @enemy_cost, @troop_cost = {}, {}
    @enemy_cost.default = BattleSimulator::Default_Enemy_Cost
    @troop_cost.default = BattleSimulator::Default_Troop_Cost
  end
  #--------------------------------------------------------------------------
  # * Enemy Words
  #--------------------------------------------------------------------------
  def enemy_words
    list = []
    @enemies.each do |enemy_id|
      unless $data_enemies[enemy_id].nil?
        list << $data_enemies[enemy_id].name
      end
    end
    list << 'Back'
    return list
  end
  #--------------------------------------------------------------------------
  # * Troop Words
  #--------------------------------------------------------------------------
  def troop_words
    list = []
    @troops.each do |troop_id|
      unless (troop = $data_troops[troop_id]).nil?
        list << troop.name
      end
    end
    list << 'Back'
    return list
  end
  #--------------------------------------------------------------------------
  # * Commmand Words
  #--------------------------------------------------------------------------
  def command_words
    list = []
    @commands.each {|i| list << BattleSimulator::Simulator_Commands[i]}
    return list
  end
end

#==============================================================================
# ** Game_Temp
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_battlesimulator_gmtmp_bcl, :battle_can_lose
  #--------------------------------------------------------------------------
  # * Battle can lose test
  #--------------------------------------------------------------------------
  def battle_can_lose
    result = $game_battlesimulator.nil? ? false : 
                                          $game_battlesimulator.testing
    return seph_battlesimulator_gmtmp_bcl || result
  end
end

#==============================================================================
# ** Game_Enemy
#==============================================================================

class Game_Enemy
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_battlesimulator_gmeny_exp, :exp
  alias_method :seph_battlesimulator_gmeny_gld, :gold
  alias_method :seph_battlesimulator_gmeny_tsp, :treasure_prob
  #--------------------------------------------------------------------------
  # * Get EXP
  #--------------------------------------------------------------------------
  def exp
    n = seph_battlesimulator_gmeny_exp
    if $game_battlesimulator.testing
      n = Integer(n * ($game_battlesimulator.exp_percent / 100.0))
    end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Gold
  #--------------------------------------------------------------------------
  def gold
    n = seph_battlesimulator_gmeny_gld
    if $game_battlesimulator.testing
      n = Integer(n * ($game_battlesimulator.gold_percent / 100.0))
    end
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Treasure Appearance Probability
  #--------------------------------------------------------------------------
  def treasure_prob
    n = seph_battlesimulator_gmeny_tsp
    if $game_battlesimulator.testing
      n = Integer(n * ($game_battlesimulator.drop_percent / 100.0))
    end
    return n
  end
end

#==============================================================================
# ** Window_BattleSimulatorCost
#==============================================================================

class Window_BattleSimulatorCost < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(cost = nil)
    super(640, 368, 240, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh(cost)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(cost = nil)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, contents.width, 32, 'Current Gold:')
    self.contents.font.color = normal_color
    self.contents.draw_text(- 4, 0, contents.width, 32, 
      $game_party.gold.to_s, 2)
    self.contents.font.color = $game_party.gold >= cost ? 
      text_color(1) : text_color(2)
    self.contents.draw_text(4, 32, contents.width, 32, 'Cost to Battle:')
    self.contents.draw_text(- 4, 32, contents.width, 32, cost.to_s, 2)
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_battlesimulator_scnbtl_be, :battle_end
  #--------------------------------------------------------------------------
  # * Battle Ends
  #--------------------------------------------------------------------------
  def battle_end(result)
    # Original Main End
    seph_battlesimulator_scnbtl_be(result)
    # Call Battle Simulator if Returning
    BattleSimulator.end_battle(result) if $game_battlesimulator.testing
  end
end

#==============================================================================
# ** Scene_Map
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_battlesimulator_scnmp_ucm, :update_call_menu
  alias_method :seph_battlesimulator_scnmp_uc,  :update_calling
  #--------------------------------------------------------------------------
  # * Frame Update : Menu Calling
  #--------------------------------------------------------------------------
  def update_call_menu
    # Return If Battle Simulator Window Present
    return unless @battlesimulator_maincommand.nil?
    # Original Menu Calling
    seph_battlesimulator_scnmp_ucm
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Calling
  #--------------------------------------------------------------------------
  def update_calling
    # If Battle Simulator Window Present
    unless @battlesimulator_maincommand.nil?
      # Update Battle Simulator & Return
      update_battlesimulator
      return
    end
    # Update Orginal Map
    seph_battlesimulator_scnmp_uc
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Battle Simulator
  #--------------------------------------------------------------------------
  def update_battlesimulator
    # If Battle Simulator Command Active
    if @battlesimulator_maincommand.active
      update_battlesimulator_main
    # If Enemy Select Active
    elsif @battlesimulator_enemycommand.active
      update_battlesimulator_enemy
    # If Troop Select Active
    elsif @battlesimulator_troopcommand.active
      update_battlesimulator_troop
    # If Exiting Simulator
    else
      update_battlesimulator_exit
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Battle Simulator Main
  #--------------------------------------------------------------------------
  def update_battlesimulator_main
    # Windows Moving
    @help_window.y += 5 if @help_window.y < 16
    mc = @battlesimulator_maincommand
    mc.x += 16 if mc.x < 16
    for w in [@battlesimulator_enemycommand, @battlesimulator_troopcommand]
      w.x -= 16 if w.x > - 240
    end 
    # If B Button is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turn Main Command Off
      @battlesimulator_maincommand.active = false
      return
    end
    # If C Button is Pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Turn Off Main Commands
      @battlesimulator_maincommand.active = false
      # Branch By Command Choice
      case $game_battlesimulator.commands[@battlesimulator_maincommand.index]
      when 0 # Fight Enemy
        # Activate Enemy Command
        @battlesimulator_enemycommand.active = true
      when 1 # Fight Troop
        # Activate Troop Command
        @battlesimulator_troopcommand.active = true
      when 2 # Exit
        # Do Nothing
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Battle Simulator Enemy
  #--------------------------------------------------------------------------
  def update_battlesimulator_enemy
    # Windows Moving
    @help_window.y += 5 if @help_window.y < 16
    ec = @battlesimulator_enemycommand
    ec.x += 16 if ec.x < 16
    for w in [@battlesimulator_maincommand, @battlesimulator_troopcommand]
      w.x -= 16 if w.x > - 240
    end 
    # If B Button is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turn Enemy Command Off
      @battlesimulator_enemycommand.active = false
      # Turn Main Command On
      @battlesimulator_maincommand.active = true
      return
    end
    # If C Button is Pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Gets Enemy List
      c = $game_battlesimulator.enemies
      # If Index is 'Back'
      if @battlesimulator_enemycommand.index == c.size
        # Turn Enemy Command Off
        @battlesimulator_enemycommand.active = false
        # Turn Main Command On
        @battlesimulator_maincommand.active = true
        return
      end
      # Gets Enemy ID
      enemy_id = c[@battlesimulator_enemycommand.index]
      # Start Enemy Battle
      BattleSimulator.start_enemy_battle(enemy_id, 
        $game_battlesimulator.enemy_cost[enemy_id], true)
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Battle Simulator Troop
  #--------------------------------------------------------------------------
  def update_battlesimulator_troop
    # Windows Moving
    @help_window.y += 5 if @help_window.y < 16
    tc = @battlesimulator_troopcommand
    tc.x += 16 if tc.x < 16
    for w in [@battlesimulator_maincommand, @battlesimulator_enemycommand]
      w.x -= 16 if w.x > - 240
    end 
    # If B Button is Pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Turn Troop Command Off
      @battlesimulator_troopcommand.active = false
      # Turn Main Command On
      @battlesimulator_maincommand.active = true
      return
    end
    # If C Button is Pressed
    if Input.trigger?(Input::C)
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Gets Troop List
      c = $game_battlesimulator.troops
      # If Index is 'Back'
      if @battlesimulator_troopcommand.index == c.size
        # Turn Troop Command Off
        @battlesimulator_troopcommand.active = false
        # Turn Main Command On
        @battlesimulator_maincommand.active = true
        return
      end
      # Gets Troop ID
      troop_id = c[@battlesimulator_troopcommand.index]
      # Start Enemy Battle
      BattleSimulator.start_troop_battle(troop_id, 
        $game_battlesimulator.troop_cost[troop_id], true)
      return
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update : Battle Simulator Exit
  #--------------------------------------------------------------------------
  def update_battlesimulator_exit
    # Windows Moving
    moving = false
    if @help_window.y > - 64
      @help_window.y -= 5 
      moving = true
    end
    for w in [@battlesimulator_maincommand, @battlesimulator_enemycommand,
              @battlesimulator_troopcommand]
      if w.x > - 240
        w.x -= 16 
        moving = true
      end
    end 
    # Return if Moving
    return if moving
    # When Done
    begin
      # Turns Player Movement & Trigger On
      $game_player.disable_player_movement = false
      $game_player.disable_player_trigger  = false
    rescue
    end
  end
  #--------------------------------------------------------------------------
  # * Open Battle Simulator
  #--------------------------------------------------------------------------
  def open_battlesimulator(parm = 0, message = 'Welcome!', ret = false)
    # Create Help Window
    @help_window          = Window_Help.new
    @help_window.width    = 608
    @help_window.contents = Bitmap.new(576, 32)
    @help_window.x        = 16
    @help_window.y        = ret ? 16 : - 80
    @help_window.opacity  = 160
    @help_window.set_text(message, 1)
    # Creat Command Window
    c = $game_battlesimulator.command_words
    @battlesimulator_maincommand         = Window_Command.new(240, c)
    @battlesimulator_maincommand.x       = parm == 0 && ret ? 16 : - 240
    @battlesimulator_maincommand.y       = 464 - [c.size * 32 + 32, 192].min
    @battlesimulator_maincommand.height  = [c.size * 32 + 32, 192].min
    @battlesimulator_maincommand.opacity = 160
    @battlesimulator_maincommand.active  = parm == 0
    # Create Enemy List
    c = $game_battlesimulator.enemy_words
    @battlesimulator_enemycommand         = Window_Command.new(240, c)
    @battlesimulator_enemycommand.x       = parm == 1 && ret ? 16 : - 240
    @battlesimulator_enemycommand.y       = 464 - [c.size * 32 + 32, 192].min
    @battlesimulator_enemycommand.height  = [c.size * 32 + 32, 192].min
    @battlesimulator_enemycommand.opacity = 160
    @battlesimulator_enemycommand.active  = parm == 1
    # Create Troops List
    c = $game_battlesimulator.troop_words
    @battlesimulator_troopcommand         = Window_Command.new(240, c)
    @battlesimulator_troopcommand.x       = parm == 2 && ret ? 16 : - 240
    @battlesimulator_troopcommand.y       = 464 - [c.size * 32 + 32, 192].min
    @battlesimulator_troopcommand.height  = [c.size * 32 + 32, 192].min
    @battlesimulator_troopcommand.opacity = 160
    @battlesimulator_troopcommand.active  = parm == 2
    # Turns Player Movement & Trigger Off
    begin
      $game_player.disable_player_movement = true
      $game_player.disable_player_trigger  = true
    rescue
    end
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_battlesimulator_scnttl_cnggd, :commandnewgame_gamedata
  #--------------------------------------------------------------------------
  # * Command : New Game - Game Data
  #--------------------------------------------------------------------------
  def commandnewgame_gamedata
    # Original Command New Game
    seph_battlesimulator_scnttl_cnggd
    # Creates Battle Simulator Data
    $game_battlesimulator = Game_BattleSimulator.new
  end
end

#==============================================================================
# ** Scene_Save
#==============================================================================

class Scene_Save
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_battlesimulator_scnsv_cng, :write_save_data
  #--------------------------------------------------------------------------
  # * Write Save Data
  #--------------------------------------------------------------------------
  def write_save_data(file)
    # Original Write Save Data
    seph_battlesimulator_scnsv_cng(file)
    # Saves Battle Simulator Data
    Marshal.dump($game_battlesimulator, file)
  end
end

#==============================================================================
# ** Scene_Load
#==============================================================================

class Scene_Load
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  alias_method :seph_battlesimulator_scnld_rsd, :read_save_data
  #--------------------------------------------------------------------------
  # * Read Save Data
  #--------------------------------------------------------------------------
  def read_save_data(file)
    # Original Read Save Data
    seph_battlesimulator_scnld_rsd(file)
    # Loads Battle Simulator Data
    $game_battlesimulator = Marshal.load(file)
  end
end  

#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end

It isn't an official release. It will be in my V.4 test bed when I get a chance to complete it.

I don't have time to answer any questions about it, but if you have any, just ask them here and I (or summon Trickster) will give you an answer.

If you want to open it, use:
Code:
$scene.open_battlesimulator

So you can actually test battle troops and/or enemies, use:
Code:
for i in 1...$data_enemies.size
 $game_battlesimulator.enemies << i
end
for i in 1...$data_troops.size
 $game_battlesimulator.troops << i
end

I will try and post a list of all the functions and syntax when I get to the next hotel, if not later tonight.
 
Sorry that it took so long to get back to you. I'm working seven days this week, and didn't get the opportunity to check out what you've done until now.

The only problems I see at the moment is when I press 'Single Enemies'. The menu just pops up again. 'Full Troops', on the other hand, works great. Oh, also when you press 'Back', you're thrown into battle. It looks like it's the first enemy troop that's listed in the Data Base. I haven't played around yet with the experience and gold, but I'm sure that's fine.

Thank you very much for your efforts. I look forward to the final release.
 

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