Naval Battles

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Started by Tarsus 17 posts View original ↗
  1. I'm planning a game where a primary mechanic is the ability to own and manage your own ship, so I've been working on a script to do just that.

    Its still early so a lot of stuff i want to add isnt there yet, plus im using badly drawn placeholders for a lot of the art.





    It implements well, and so far ive got no issues with it interfering with the other game functions.
    Script download - http://pastebin.com/ehjUbaGw

    Game progress - http://forums.rpgmakerweb.com/index.php?/topic/31423-beyond-the-storm-still-very-early-wip/

    Instructions for use -

    Spoiler
    Script options-

    All options are at top of script, the most improtant one is shipid.  This is the global variable ID (default is 10) that will tell the game where your ship is, if it is set to a number then this will point to the actor ID of your ship, otherwise all ship functions will be disabled.  It will always be disabled by default in a new game until the variable is updated.

    I like to use noah as my ship and variable 10 as my id holder, so to activate I would create an event somewhere with  @>Control Variables [0010] = 10 in it.

    Creating a ship-

    Using noah as my example, you should rename him and replace his portrait (his sprite doesnt matter) with your new ship.  You should also make a set of weapons, armour and skills unique for ship use and make sure the skill ID is set in the script options.  All other stuff is left up to you.

    Ship battles-

    To create a ship battle you first create an enemy, then give him the note tag <shipbattle> and you are done.  Any battle regardless of how it was initiated, as long as the first enemy to spawn has that tag will be a ship battle.  If you enter a fight against a ship enemy without a ship then you will engage in a regular fight.

    Captain battle-

    If you give you ship enemy another tag saying <captain x> then immediatly after the battle is over a new battle will activate against the troop type with the id of x, so if i had a ship enemy with a slime captain i would put <captain 1> in the notes then as soon as the fight against the ship is over, i would fight a regular party battle against captain slime.
    v0.3

    - ship swapping and disabling

    - optional captain battles

    - auto swap battlebacks

    - cleaned up code
  2. This is fantastic so far! I'm excited to follow the progress. I already have lots of ideas as to how to implement it! Thanks for sharing!
  3. Okay this is looking awesome! Is it going to be limited to a ship or can the "extra" character be anything?
  4. It's designed as a ship script but all the variables are customisable so there's no reason it couldn't be an airship or a tank or a dragon.
  5. Amazing :)
  6. Wow, looks pretty cool so far. Getting some major Skies of Arcadia vibes here, which is great!

    Looking forward to seeing this develop!
  7. Added the ability to swap into a new ship as well as disable the ships altogether.

    Added "captain battles", where you have the option of immediately entering a new battle with the captain of the ship you just fought

    Auto swaps to chosen battleback during ship battles

    Cleaned up the code a little bit

    updated main post with download link and instructions.
  8. Having tested this out, I can confirm that it's pretty cool!

    For a moment I was worried it only worked with the "ship" vehicle, but this is super flexible. (I have plans to use this with a spaceship...)

    One suggestion though:

    Could <shipbattle> and <captain x> be troop tags as opposed to enemy tags? Would add a lot of versatility.
  9. I'm fairly sure that troops don't have a note section otherwise that's exactly how I would have done it.

    As for the space ship idea that was actually something I was thinking of doing after I had finished my current project.

    I've been having issues with my pc lately and lost the contents of 1 of my hard drives, I've salvaged all my scripts but lost pretty much everything else so it's going to be a while before any new things get added but feel free to alter the one I've already posted.
  10. Looking forward for this one. If you plan to release the script for public use, I can test the compatibility with my battle system :D

    Seriously, it's interesting
  11. Tarsus said:
    I'm fairly sure that troops don't have a note section otherwise that's exactly how I would have done it.

    As for the space ship idea that was actually something I was thinking of doing after I had finished my current project.

    I've been having issues with my pc lately and lost the contents of 1 of my hard drives, I've salvaged all my scripts but lost pretty much everything else so it's going to be a while before any new things get added but feel free to alter the one I've already posted.
    Wow, I feel dumb. Umm, well, surely there's a way to have an enemy be fightable on ship and off ship without temporarily disabling the ship or something. Could make duplicate enemies, but with a bestiary...it could work, but there are obstacles. Oh well, I don't know.

    Spaceships are always fun...

    Hard drive failures are brutal. I've lost a few projects (among other things) to hard drive troubles...

    Honestly, the script seems very usable at the moment. More features would be cool, but it functions well enough as is.
  12. Awesome job on the script. I look forward to checking out the project as it progresses. 

    I stumbled on this post while trying to find something on how I can make a car vehicle for my - zombie game
    oh well back to my search, but was way cool distraction !!
  13. Great Idea, I would love to see stuff like manouvering implented in the battle system (since ships always had to lay sideways to fire at an enemy)!
  14. I really like what you've done with this script so far. It kind of reminds me of the ship battle system in a Gamecube game I really liked. (Which makes me miss it and want to play it again.) Great job!

    I know one thing I'd love to use this script with is an alternate, vehicle-only RTS battle system. Would this script be able to work with something like that, at all, in a game which uses another battle system for normal (character) combat? (Although I'd still need to get the RTS battle system.)
  15. Tarsus said:
    I'm fairly sure that troops don't have a note section otherwise that's exactly how I would have done it.

    As for the space ship idea that was actually something I was thinking of doing after I had finished my current project.

    I've been having issues with my pc lately and lost the contents of 1 of my hard drives, I've salvaged all my scripts but lost pretty much everything else so it's going to be a while before any new things get added but feel free to alter the one I've already posted.
    There is a script that would work great for space ships 

    it makes it so the blimp vehicle on OS u actually go inside the vehicle and i believe also then u can go normal view of ship (air or space) and see it from top outside view per say.

    here is link to the post (yanfly had mentioned it in a yanfly blog post)

    http://tenseiten.wordpress.com/2011/12/21/28/

    here is text from the site i linked above "http://tenseiten.wordpress.com/2011/12/21/28/

    Introduction

    This Vehicle Additions script adds the ability to access an additional map as

    the interior of the vehicle. So far, only the airship has been implemented. This

    script overwrites the get_on_vehicle and the get_off_vehicle methods, so it is

    not compatible with anything that edits those. However, since it uses a the

    default code when the system is not enabled for a vehicle, created a patch to

    solve incompatibilities is not within the real of impossibility.

    Do you have a Demo for your Navy vehicle script?
  16. I have a suggestion, add in types of sail such as cotton sails and double or tri masts and so on and forth. I generally would think those would matter much more than decorations. 
  17. Just a small update on the script.

    I've decided to put my game on hold that uses this script for various reasons and I'm going to be working on a new one. The new game will use a new updated version of this script which I'm not going upload just yet as it is horribly unworkable right now.

    My game thread now has a short demo available, it only includes a single naval battle, but it does give full access to the ship menu and status screen.

    http://forums.rpgmakerweb.com/index.php?/topic/31423-beyond-the-storm-now-with-demo/