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x2i
Final Fantasy
I'm looking for someone to help me as I am trying to create a Final Fantasy style battle game using the Active Time Battle method.
I would like to know the following:
1. When walking around a map, i want to know if it is possible to make a random battle occur when a step is taken. Or perhaps jump to a battle screen like in the FF games.
2.Is it possible to make a Final Fantasy Style Inventory where you have slots for each item and you only have a limited amount of each.
3. Is there a way I can save and load information like:
-- Which frame(section of the map) the game was saved at.
-- Details such as Health Points(HP), Magic Points(MP), Items etc.
So that the user can save and load games whenever they like.
If anyone can help me in any of these topics or can give me some information that i might find useful, i would appreciate it a hell of a lot.
Thanx
Dan
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....he's amazing!!!
All of those things are possible.
There's a thread at the top of this forum called "Read me first"
You should read it before posting...
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x2i
Lesli, I'm sorry I didn't notice the READ ME FIRST bit, it wasn't noticable instantly due to the amount of threads.
If you or anyone else can help me then please let me know.
PS: I did read the READ ME FIRST and
A) I don't know which bit you were specifying.
B) If it is the "Don't Ask for Loads Of Coding To Be Done For You" bit, I was asking if anyone knew how to do any of the three not all.
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Innovation = Cool
lots of arrays
use a shared object for saving inventory status
i would start with a monster array
monster = ["m1","m2","m3","m4","m5","m6","m7,"m8"];
then your area (determined by the position on your map) 0..?
say you wanted to select from 4 monsters but 1 would be in both areas
monsters to select from would be slice(area*3,area*3+4)
so if area was 1 your array would be ["m4","m5","m6","m7"]
a random(3) would pick one of theese
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1)
when a step is taken, you can have a function that is ran each time that will check if a monster appears. example, chanceappear =Math.random() or whatever the proper code is, and if chanceappear >.75 (so 25% chance) a monster appears and then goto and stop the movie to your battle movie.
2)yes, possibilities, are to have and array for your inventory, if the size of items at or greater than a certain number of items, then they cannot pick something up. You can later check item size and such to see how much room is left, but just make it simple to start if you do not know what to do
3)You can do it as a cookie to the browser, or in your database on a website.
AS for people saying check the readme post, I have never looked at it, and dont intend to =p
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x2i
Thanx for your reply however the math.random() function generates a huge number with loads of decimal places, i have tried applying the math.abs like this:
chanceBattle = Math.abs(Math.random());
trace(chanceBattle);
I want it to generate a whole number so i used this instead:
chanceBattle = random(100)
This generated a random number between 0 and 100.
I then checked to see if the number 50 was drawn, if so, go to the battle screen.
Is thier a way of making youre method generate a whole number, if so, i would like to use it. Thanx
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As far as I know random(100) effectively asks Flash to do this: Math.floor(Math.random() * 100) + 1. So by using random(100) you're computing more than Math.random().
If you want a battle to occur only when a "50" is produced from random(100), it's 1 chance in 100, so it's the same as saying if (Math.random() > 0.99), which is faster although a little more less intuitive.
I hope this makes sense, and I hope I'm correct in my assumptions.
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skellum is correct
random(##) generates a number from either 0 or 1, to the number entered.
Math.random generate a number between, 0 and 1, hence the long decimal place.
so basically as he said
random(100)=Math.floor(Math.random() * 100) + 1.
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x2i
Yes, however although random(##) is deprecated it is a lot quicker to write and it does the same job doesn't it?
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·»¤«·
they do the same thing, but no, they are not the same. try this:code: tests=100;
iterations=1000;//per test, defines accuracy
for(t=1 ; t<=tests ; t++){
t1=getTimer();
for(i=1 ; i<=iterations ; i++){
random(n);
}
trace((getTimer()-t1)/iterations);
t2=getTimer();
for(i=1 ; i<=iterations ; i++){
Math.random()*n;
}
trace((getTimer()-t2)/iterations);
trace("");
}
doing it by Math.random is consistently slower(tho they are both cons. less than .05 millisecond on my PC), as to be expected. anything hard coded in Flash *should* be faster.
[EDIT] if you take out the *n for the Math.random() you find that Math.random() is *still* about .01 - .05 of a millisecond slower... so i guess always use random()? of course, we are talking about debatably completely inconsequential difference in speed here... .01 of a millisecond????
Last edited by >flashl!ght<; 09-24-2004 at 06:46 PM.
>flashl!ght<
All the normal names were taken.
Ron Paul was right.
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