User blog comment:Ginrikuzuma/The time lord strikes again/@comment-5233710-20121213133021/@comment-5173028-20121213135457

jump to "in short " if you want

Well from how I have in visualized in my head I have to do alot of stuff some simple some complicated

there is normally 3 "players" in the game if player=0 it is Luka which is like 99% of the game

if its 1 then its Alice (which is for 2 fights Nabe and the first chimera)

if its 99 its the black silhoutte that people use in mods when its about Luka.

the player mod keeps track of a few things

1 = the avatar in the battle

2 = verbal sayings in skills (for example if its 99 you wont here a black silhoutte character speak lines that ask for Undine's help when using serene demon sord)

3 = HP, SP, and some other minor things

right now what I have done for Tamamo is all of this....

1) Added her own player number value (she is player #2) which takes care of all of the above really

2) I gave her own skills so I had to write out the skills myself (I'm not done since I haven't focused on her really been doing the main story and dialogue) The main problem with this I have to mess around with some variable called before_action what the heck does it do? I got no idea but every single action has its own number value for it (I posted the whole list on covariant's talk page in case he plans to use his own skills later in the future, I don't know if he will still need them though since he is gonna use his own engine and shit lol but in case he does he has the list to all those number variables and stuff )

3) I setup the menu so only her skills show up

right there I just setup the stuff for a fight where you control Tamamo only

now I have to figure out how to make character switches which I have no idea....I am thinking of doing it like pokemon and instead of having a "Pkmn" option on the menu obviously >.>; I will probably have a "Team" or "Party" optoin (probably replace request since I did get lazy and make it so requests are impossible starting with the salamander and onward)

What I am imagining would work is using a team menu option and then bringing up everyone on the group as a "skill" you choose one and all your HP variables, SP, etc. etc. is stored and put away and the new person you choose is brought out with their own HP, SP,etc so damage isn't shared

In short...

What I'm IMAGINING I have to do as a to-do list is....

1) Create a Team menu where I can choose the other people in the party

2) when a switch happens I have to switch out their player number so the avatar at the bottom left changes, keep track of all the players' HPs and SPs as well as skill sets when switching

3) figure out a way on how to cause all that stuff to switch without restarting the fight (probably gonna have to look a bit more into the *syokika and *syutugen labels and create a modified copy where it does what it has to do without reseting the stuff that is already in effect [ the counter for when an enemy uses one of their harder skills, turns passed, HP reset, etc. etc. all the stuff that is basically reset at the start of a fight] need to figure out how to change all of that without resetting it all when a person switches

extra mumbling...

should it be easy? Yeah I guess. Am I willing to do it right now? Not really cause there is always the chance it wont work. The part where I just have Tamamo work SHOULD basically work cause if I was able to add in my own skills already (Final Daze, Hyper Mandy, Charring Mistake) then what I have done to add skills to Tamamo should work as well... but yeah I'm still working on this background stuff that takes care of how a battle starts out, writing skills and all this stuff before I have even written out Tamamo's fight. I could probably have it ready in 2-4 days but I been focused on getting the story rolling and just progressively working on Tamamo's stuff (since its not until Chapter 5)