This script here:
http://www.mactopiaseeds.com/ZTBS.zip
I'm trying to work a few different things out on it, I've got most of it worked out, however there are three minor items I'm not figuring out correctly:
1) Defend an NPC - I want to have an NPC, or group of NPCs, on the map that the player must protect. I've got some that use the chest coding, that works pretty well, but the enemies don't attack that because it is set up like an enemy. Any way of doing that with a player unit? I am thinking of using a "can't move" state but it doesn't seem to work.
- UPDATE - Paralysis / Can't Move States DO work, but they allow you to select the character still. So really what I think needs to be done is a modification to check to see if the state is inflicted and if it is, not allow the player to select the unit in question. I'm sure it won't take much to do now I've figured that out, but I'm not sure where to start.
2) Defeating the boss ends the battle - Solved.
3) Probably the hardest to do of the lot, I want to limit the number of player units to six, and have a "unit select" before the battle starts. Normally I'd just use some event coding based on variables and stuff, but I can't see that it would work. I know there's that "transform event to actor" code, though, so it might be possible using events, I'm just having a hard time working it out right now. Any suggestions?
I've got a wish list of other things I'd like to do with this system, but those three are the big ones. Bosses, NPCs to defend and character selection are all things I'm going to want to work into my side project which uses this system, any suggestions of how to do those would be appreciated.
http://www.mactopiaseeds.com/ZTBS.zip
I'm trying to work a few different things out on it, I've got most of it worked out, however there are three minor items I'm not figuring out correctly:
1) Defend an NPC - I want to have an NPC, or group of NPCs, on the map that the player must protect. I've got some that use the chest coding, that works pretty well, but the enemies don't attack that because it is set up like an enemy. Any way of doing that with a player unit? I am thinking of using a "can't move" state but it doesn't seem to work.
- UPDATE - Paralysis / Can't Move States DO work, but they allow you to select the character still. So really what I think needs to be done is a modification to check to see if the state is inflicted and if it is, not allow the player to select the unit in question. I'm sure it won't take much to do now I've figured that out, but I'm not sure where to start.
2) Defeating the boss ends the battle - Solved.
3) Probably the hardest to do of the lot, I want to limit the number of player units to six, and have a "unit select" before the battle starts. Normally I'd just use some event coding based on variables and stuff, but I can't see that it would work. I know there's that "transform event to actor" code, though, so it might be possible using events, I'm just having a hard time working it out right now. Any suggestions?
I've got a wish list of other things I'd like to do with this system, but those three are the big ones. Bosses, NPCs to defend and character selection are all things I'm going to want to work into my side project which uses this system, any suggestions of how to do those would be appreciated.