Ultima Knight's Scenario Design Magazine
IN THIS ISSUE:
1-RPG Final Fantasy Fight-System
2-A look at top-notch B&D
3-Map Design Article - Trees on the Rocks
RPG FINAL FANTASY FIGHT-SYSTEM
This is going to be a long, long read.
*NOTE: For most of these Triggers, Looping will be on. I'm sure you'll figure which ones
do.
*NOTE: This system will seem very alien to most people, however, with an experienced
designer, this task can be long, tedious and extremely worth your while. To the less
experienced designers, this is exceptionally tough to understand. This took me quite a
while to perfect, but I'm busy with other projects... on average, an advanced version of
this will take up to 5 hours of pure trigger work. It took me 12 hours to find everything
and make it work.
First of all, place a unit e.g. Archer. Give Archer +X number of HP since attack will not
really matter in this case.
Then create two Flags e.g. Flag A.
Create three or more pavilions (depending on how advanced you want your fight system).
Rename the Pavilions:
1. Attack
2. Attacking Magic
3. Defensive Healing Magic
*The more ambitious of you might want to add "items".
Create a small map for your fight-system area. Including Eye-candy is suggested, however it
can go to a point where it is not worth the effort.
HERE'S WHERE THE SYSTEM BEGINS
Trigger - Attack Strength
Display as Objective (DAO) = NO
Starting State (SS) = ON
Trigger Looping (TL) = OFF
Condition = Timer 10 *Create numerous triggers so that the flag may change up to 7 times. In the example, we'll Loop the above trigger (changing ownership to four other players), until it returns to Follow this trigger for creating enemies, too. Condition: Condition: Effect: Redo this Trigger so that it meets all the Flags. E.g. player four flag = Miss etc. To create an enemy: FOR ACTIVATING THE DAMAGE COUNTER = Flag A in area 1 source player e.g. 4 = miss Effect: Condition: Effect: Effect: Effect: Deactivate Trigger: Trigger - Fight Start Condition: Effect: Create object: Eagle Warrior Effect Activate Trigger = Enemy Detection Effect Deactivate Trigger = Itself, and all other Enemy creation triggers. Trigger - Enemy Detection: Effect Effect Effect Effect: Trigger - Prepare For Fight/Walkthrough Condition: Effect: Effect: Effect: Trigger: Condition: Effect: Activate Trigger "Gather Strength" Effect: Effect: Trigger - Gather Strength Condition: Effect: Effect Activate Trigger - Command Triggers (all of them) Effect Deactivate Trigger - Itself Trigger - Command Triggers (multiple triggers) Condition: Effect: Effect Activate Trigger - Attack power (all of those ones we talked about above). Deactivate Trigger - Itself The attack power triggers will take care of everything. Plus, you should add an effect to NOW FOR OTHER COMMANDS Effect - Have a spell (or activate triggers "spell A"). SPELL IDEAS Each uses the Damage Object trigger to attack. DEFENSIVE/HEALING SPELL IDEA Basically, when a command is finished, it should activate: select you character. You should EAGLE DEATH - The trigger Effect display instructions: You recovered: Effect Deactivate Triggers: Phew! BTW - This can have endless variables with more flags! ;-) *NOTE: You can create this trigger to insure the player will not use only attacks etc. Condition: 2. A LOOK AT TOP-NOTCH B&D Once again we see ourselves in awe of Ingo van Thiel, Gordon Farrell and Mark Stoker. In 3. MAP DESIGN ARTICLE - TREES ON THE ROCKS -Ultima_Knight
Effect = Change Ownership -
only do 4 different. (Number of different attack strengths/hits)
the original player.
Trigger - Attack Power
Display as Objective (DAO) = NO
Starting State (SS) = OFF
Trigger Looping (TL) = YES
Timer 5
Objects in Area
Quantity = 1
Activate Trigger = Attack Power = (e.g. Critical)
Deactivate Trigger = All other attack strength triggers (including itself)
Follow the above example - Flag
No damage. If it were three, we'll say that's critical hit and does 25 damage.
Damage Object - source player = player 7 - AREA = Where your enemy is created.
Trigger - Fight Begins
Display as Objective (DAO) = NO
Starting State (SS) = ON/OFF
Trigger Looping (TL) = YES
Timer X number of seconds for however long you want the character to be walking around
OUTSIDE of your FFFS (Final Fantasy Fight System) area.
Display Instructions: You have been attacked!
Change View: Source Player = Player 1
Activate Trigger - Trigger (Fight Start)
Itself
Objects in Area: Flag A
Quantity = 1
allied to both player one and the "placeholder" (when you are not in the battle arena)
player.
Objects in area: Eagle Warrior (for our example)
Quantity = 1
Source player = 7
Activate Trigger - EAGLE DEATH (there will be
Deactivate Trigger - All other
Activate Trigger - Prepare For Fight/Walkthrough (sort of)
Deactivate Trigger - Itself
Timer - 11
Display Instructions: Select Your Character
Activate Trigger - Select Character
Deactivate Trigger - Itself
Select Character
Object Selected: Archer
Display Instructions: Gathering Strength...
Deactivate Trigger:
Itself
Timer - 15
Display Instructions: You may now select a command.
Object Selected (e.g. "Attack" pavilion)
Display Instructions: Firing Arrows...
them now; Activate Trigger - Select Character.
Object Selected:
"Attack Magic" pavilion
Fireball
Earthquake
Poison
Monk Heal. Create and task monks to you units, then remove them after a period of time.
also include the number of Damage HPs you did to your enemy.
Condition:
Own fewer objects - player 7 Eagle Warrior less than 1.
Gold/Food/Stone (MP maybe? (Stone))
and
All of the FFFS area triggers.
Timer - 5-15
Effect
Display Instructions: (make sure the number is '1') Your foe hits you with his/her (example
knife.
Effect
Damage Object: Source player - 1
Quantity Defined #
OR
Have a Critical/Normal/Weak/Miss system, like the players (tedious as it may
be).
both their B&Ds, we find ourselves moving to a destination, and then building up from there.
Try it! Also, add RPG side-quests before and after the B&D begins. Have a "movie" before
the actual B&D begins to have more of a story. Also, change variables. In Gordon Farrell's
"The Last Viking Prince Book I", I notice that the player NEVER advances past the Feudal Age.
This limits the player to some fairly weak units, and a whole bunch of strategy. It is also
kind of important to take Gold away from the player(s) (not all of it though!). This
increases the difficulty level. Try to find ways around giving the player gold, but not
making it impossible. Look at Ingo van Thiel's "Gyda's Challenge" for an example. Gordon
Farrell's "Last Viking Prince Book I" also displays an excellent way to get around it. Mark
Stoker's B&D scenarios A) Give you some Gold Mines, or B) Allow you to trade (not without
difficulty, though!) and Bonuses.
When placing trees near bodies of water, it can help if A) they are on cliffs, and B) They
have Sea Rocks in them! Yes, Sea Rocks 1 and 2 look like they're expanded water, should the
trees be nearby the water body! Sticking Pine Trees behind Rocks (normal) makes them look
nice.