Umm.. Well I can't just take stuff and put it in this game, that's called stealing.. Most community scripts don't work in the game without custom modification, and I've become quite lacking with my scripting abilities after so long without using rgss.. I've only modded a couple of scripts, which I didn't even end up using..
Long Winded Explanation said:
Very sorry to anyone who visits this thread, I was all set to release the demo last week (or the week before), I had finished the example of the battle system and a few other suprise systems and I was ready to finish 2 more buildings and release an alpha, but bad luck struck me hard when I knocked a cup of water onto the laptop and it shorted out before I could turn it off.
Well I've ended up setting my dinosaur pc up and googled what to do and if it was savable, I learned that you basically have to take it apart as much as you can, flip it upside down and let it dry with some wind blowing at it.. And so the drying proccess began.. While I waited (also because I presumed it was dead forever) I copied a backup of the project onto this pc and started the battle system again from scratch, (interesting because it is turning out slightly differently since I learnt from mistakes and problems encountered the first time, but still,) very painful!
Then.. A couple of days later, the moment of truth! Plugged the power cord in, no battery light came on (not suprised), hit the power button and then, it actually started up! :) :) Big smiles, didn't destroy my girlfriend's laptop :) :)
So I'm thinking, I can still use some of the scripts/systems that complete other parts of the battle system etc. from the old project. I tried to open it, but got an error with one of the data files, no probs, I'll replace that with a non-corrupt one, but sadly the error just repeated with all the other data files (including scripts/events) so nothing could actually be saved (I assume this is due to that fact that it was in memory when I spilled the water, even though I closed it and tried to shutdown before it shorted) Luckily nothing was burned and I'm assuming the battery took the brunt of it.. Always remember to back your stuff up if it's important!
Anyways, I'm sorry I couldn't deliver the demo on-time.. Now let's look foward to the up-coming demo, because, I've decided to pack a bit more into it battle-system-wise.
The battle system:
Pokemon are characters on the map
Following system modified to work with battle system
Wild pokemon notice the player and start chasing.
Wild pokemon find the closest ally and attack based on their hostile/non-hostile nature
If the wild pokemon in-battle moves too far from the player, it is considered to have escaped the battle and ally pokemon will return to caterpillar
The player's pokemon will attack automatically, but the player can control them individually with a macro for each pokemon (the conditions for each macro are unlocked at certain levels). The system for attacking is inspired by a final fantasy battle system. Indigo League's system functions a little differently. Players set up their pokemon either in-battle or in the menu, you can choose a move to use, then the condition in which to use it, eg. Move: Razor Leaf, Condition: if enemy HP > 70%. Another example, Move: Synthesize, Condition: grass-type ally HP < 40%. There will still be a basic battle-window for using items, switching pokemon, and editing the pokemon's macros, but it will be controlled with letters so that the player can move freely around and escape from battles.
Multiple pokemon can battle at once. You can have 6 vs 6 matches but no more.
Ally pokemon don't attack because of their nature, they follow the macros you set (there will be an in-game tutorial for setting up various macros like healers, stat boosters etc. which I'm planning to use as moves which can apply to all allies or specific ones) You can set your pokemon up to be agressive and attack the closest enemy, or stay away from the enemy and heal allies until the enemy is weak. There will be several macro slots available (with several more unlocked as your pokemon levels up) and there will be a chain of command for these slots, meaning that if you place a macro that makes your pokemon heal itself eg. Move: Rest Condition: self HP < 30, then you need to place it ABOVE your attack macro. Because the game will check the slots in decending order, it will check if it's own hp is below 30 (it will perform the heal action if true) if it isn't below 30, it will try the next macro which is attack. If the attack is processed first, then it will always be true and complete the attack without doing anything else, this is because attack macros look like this, Move: Struggle, Condition: enemy HP > 0. This system is ingenious because you can add type-checks to form more complicated macros like this: 1. Move: Fire Blast, Condition: enemy type = grass,ice,bug,steel 2. Move: Scratch, Condition: enemy HP > 0.
The ally pokemon will not move too far from the player, they will continue trying to attack until the enemy escapes
The attack system is real-time and the speed of attacks are based on speed of the pokemon.
The attack formula is based on the fr/lg formula for damage (very slightly modified)
The experience formula has an addition based on the STAB (same-type attack bonus) from the damage formula. It will replace all instances of ev's and dv's by adding stat-exp to the skill being used rather than stat-exp being gained through battling specific pokemon repeatedly, for example, a pokemon using Fire Punch will get stat-exp in Special Attack and also in Attack (because it is both physical and elemental)
The actual experience formula is a modified version of the Generation 5 experience formula, where exp is heavily based on enemy level and the difference in ally-enemy levels but the experience will be given on a per-hit basis rather than at the end of battle, the player will get bonus experience for completing the battle.
Any comments, please feel free to post them. I'm gonna be working on the battle system, then update the 1st post of this thread and try to get an alpha out in good time, I'm more focused on quality at this point. But please, please give me some feedback!!! Especially about which wild pokemon should have which natures (hostile or non-hostile) and why. This game needs your input to remain on track!