Turn-Based Battle - Accuracy Checks

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We'll also be changing some parts of the attack functions to include the timer behavior, but I'll cover that with the changes to accommodate the accuracy check. But before we get to that, we need to add a new function. The accuracy check requires a random number to work, so we'll use a function and a global variable for this. Make sure to add a Global Number called RandomNumber to your event sheet.

Next, we'll use a function to set the variable to a random number whenever we need it:

Condition

On function RandomNumberGen

Action

System ▶︎ Set RandomNumber to int(random(0,101))

Now, whenever we call this function, the RandomNumber variable will be reset.

Like in the last project, the two attack functions are pretty similar, so we'll go over one of them and use a screenshot to illustrate the second. Starting with the OppAtt function:

OppAtt

First, we check if the opponent has any HP – if their HP value is 0, the function will not run.

Condition

On function OppAtt

Action

HitStatus ▶︎ Set text to ""

Function ▶︎ Call RandomNumberGen

Sub-event Condition

Opponent ▶︎ HP > 0

Sub-event Condition

System ▶︎ Is not PlayerMoved

Sub-event Action

System ▶︎ Set NextAction to "PlayerMove"

Sub-event Condition

System ▶︎ Compare two values ▶︎ RandomNumber ≤ Opponent.Acc

Sub-event Action

System ▶︎ Set CurTurn to "Opp"

System ▶︎ Set OppMoved to True

HitStatus ▶︎ Set text to "Attack hit!"

Player ▶︎ Set HP to Self.HP-Opponent.Attack

Player ▶︎ Flash ▶︎ Flash on 0.1s off 0.1s for 1 second

HitStatus ▶︎ Timer ▶︎ Start Timer "NextMove" for 1.0 second

Sub-event Condition

System ▶︎ Compare two values ▶︎ RandomNumber > Opponent.Acc

Sub-event Action

System ▶︎ Set CurTurn to "Opp"

System ▶︎ Set OppMoved to True

HitStatus ▶︎ Set text to "Attack missed!"

HitStatus ▶︎ Timer ▶︎ Start Timer "NextMove" for 1.0 second

As before, the PlayerAtt function is essentially the same but for the player object:

So, with these small changes, we have a slightly more robust battle system that includes the ability to have combatants with different accuracy stats. This introduces a little more randomness into the system to make it a bit more interesting!

The next chapters of the course will look at adding in Damage Calculations to change things up a bit from just using the attack stat as the damage value.

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