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Creating "Counters" or "Tokens"

For my game, a certain character has the ability to create corporeal clones of himself (yes, this is basically Kage Bunshin no Jutsu if you guys are Naruto fans).  I want it so that when the skill is used, the game creates three counters, or tokens if you will.  These counters (or tokens) represent each of the clones created in the skill.  The character will have a 1/4 chance of being hit when all the clones are on the field (they aren't playable characters but they're just "there"), 1/3 chance when one clone is hit, 1/2 chance when one clone and the player remain--you get it.  So every time the character is targeted by an enemy, those chances of being hit come into play.  Also, the character can sacrifice one clone (meaning one token) to use in other special abilities.  If there are not enough clones needed for those skills, they cannot be used.  Anybody know how to make this scenario possible?  If it helps, I'm using RMXP and Cogwheel's RTAB system.  I don't think scripting is needed for this but then again, maybe it does.
 

ikos

Member

Make 3 clone characters with like 1HP or something that autobattle with a state that they can't act.
When Clone skill is used, use the common event bit to add those members to the party? I dunno, that's
how I would go at it.
 
Like I had said, they don't do anything in battle besides cut down the probability of the certain character being hit and being sacrificed for powerful techniques so they aren't really battlers per se.
 
Hm.  Looks like you're creating your own unique battle system here, which I salute you for.  May as well embrace it, right?

Of course, that suggests learning RGSS is in your short-term future...

(In other words:  Time to script it.)
 
It's still major enough that scripting is your friend.  (If you wanted to do a lower-key version, you could do a state that cranks Evasion and has graphics showing a duplicate character, which allows use of some other skills.  You could do that with common events.)
 
Since I really like this idea, I might try my hand at scripting it. No guarantees, but I'm pretty sure that I can pull this off. I do have some questions though:

1. Do you need a graphic reoresentation of counters?
2. Do you want a message to appear when a counter is hit? (Perhaps saying how many are left?)
3. What kind of hits can these counters take? (As in, can they be hit by skills, normal attacks, items, or a combination of the above?)

I would really answers to those before finishing the script, although I plan to put in the ability to change all of these options at will. (At least I will if I can pull this off)

Edit: What battle system are you using? If you aren't using the default one, can you provide a link to all the related scripts that you are using?
 
Glitchfinder":1ri9jmzl said:
Since I really like this idea, I might try my hand at scripting it. No guarantees, but I'm pretty sure that I can pull this off. I do have some questions though:

1. Do you need a graphic reoresentation of counters?
2. Do you want a message to appear when a counter is hit? (Perhaps saying how many are left?)
3. What kind of hits can these counters take? (As in, can they be hit by skills, normal attacks, items, or a combination of the above?)

I would really answers to those before finishing the script, although I plan to put in the ability to change all of these options at will. (At least I will if I can pull this off)

Edit: What battle system are you using? If you aren't using the default one, can you provide a link to all the related scripts that you are using?

1. What do you mean?
2. Yes, thank you.
3. They can take any type of hit, though if the party is dealt AoE (Area of Effect meaning every character is hit) and it causes damage, then all the clones would disappear spontaneously.
 
Yeah, and again, they aren't actors in battle!  They're just there as a statistic!  They have no acting functions in battle and they're not supposed to take up space as a battler!  They just happen to lay around doing nothing!
 
jjangjae":2paf59ia said:
Yeah, and again, they aren't actors in battle!  They're just there as a statistic!  They have no acting functions in battle and they're not supposed to take up space as a battler!  They just happen to lay around doing nothing!

The first question was asking if you wanted a graphic of the clones. I would prefer something like a small window above the actor's head with "# clones remaining", but there are other ways to do this. Also, I asked what batle system you used. This is crucial, because if you are using a custom battle system, or even custom battle addons, then I would have to modify the script to fit. If you haven't added any scripts to your project, then you don't have to worry about it, and you can just tell me you're using the default battle system. Otherwise, I would appreciate it if you could link me to any scripts you are using.
 

ikos

Member

jjangjae":2zpbcni6 said:
For my game, a certain character has the ability to create corporeal clones of himself (yes, this is basically Kage Bunshin no Jutsu if you guys are Naruto fans).  I want it so that when the skill is used, the game creates three counters, or tokens if you will.  These counters (or tokens) represent each of the clones created in the skill.  The character will have a 1/4 chance of being hit when all the clones are on the field (they aren't playable characters but they're just "there"), 1/3 chance when one clone is hit, 1/2 chance when one clone and the player remain--you get it.  So every time the character is targeted by an enemy, those chances of being hit come into play.

Care to explain how the fuck an enemy can attack it if it's not in battle?
 
ikos":oq478r0e said:
jjangjae":oq478r0e said:
For my game, a certain character has the ability to create corporeal clones of himself (yes, this is basically Kage Bunshin no Jutsu if you guys are Naruto fans).  I want it so that when the skill is used, the game creates three counters, or tokens if you will.  These counters (or tokens) represent each of the clones created in the skill.  The character will have a 1/4 chance of being hit when all the clones are on the field (they aren't playable characters but they're just "there"), 1/3 chance when one clone is hit, 1/2 chance when one clone and the player remain--you get it.  So every time the character is targeted by an enemy, those chances of being hit come into play.

Care to explain how the fuck an enemy can attack it if it's not in battle?

I think what he's trying to say is that it isn't a visible member of the party. If you've ever played Yu-Gi-Oh!, it is similar the way the card Magical Hats is used in the anime. When Magical Hats is played, you can hide a card under one of four hats. The enemy chooses one hat when they attack, thus making them more likely to miss. (Although, in the anime, they never had more than one monster out against that. Yugi also had a tendency to hide a trap under another hat, and the opponent always hit it. I hate ultra-predictable tv)
 
jjangjae":2k51utke said:
Yeah, basically.  Whenever the guy who utilizes that skill is targeted for a hit that causes damage, the skill comes into effect. 

Are you reading the entire posts? I also need to know what battle system or battle addons you're using. Without knowing this, I can't do anything. If you aren't using any custom scripts, just say so.
 

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