Difference between revisions of "Battle System Tutorial by Vakinox"

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m (Items and Statistics)
m (Items and Statistics)
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<syntaxhighlight> function Stats (Name, Hp, Str, Sta)
 
<syntaxhighlight> function Stats (Name, Hp, Str, Sta)
 
{
 
{
   this.Name  = Name;    <-- The Character's Name
+
   this.Name  = Name;    // <-- The Character's Name
   this.Hp    = Hp;    <-- The Character's Current Health value
+
   this.Hp    = Hp;    //  <-- The Character's Current Health value
   this.MaxHp  = Hp;  <-- Maximum Health, for calculating percentages
+
   this.MaxHp  = Hp;  //  <-- Maximum Health, for calculating percentages
   this.Atk    = 10;  <-- The Character's Attack
+
   this.Atk    = 10;  //  <-- The Character's Attack
   this.Def    = 10;  <-- The Character's Defense
+
   this.Def    = 10;  //  <-- The Character's Defense
   this.Level  = 1;  <-- The Character's Level
+
   this.Level  = 1;  //  <-- The Character's Level
   this.Exp    = 0; <-- For calculating the current experience
+
   this.Exp    = 0; //  <-- For calculating the current experience
   this.ExpNL  = 0; <-- The Goal to reach until the next Level Up
+
   this.ExpNL  = 0; //  <-- The Goal to reach until the next Level Up
   this.Active = 0;      <-- Stops inactive members from being included in the Battle System
+
   this.Active = 0;      //  <-- Stops inactive members from being included in the Battle System
 
} </syntaxhighlight>
 
} </syntaxhighlight>

Revision as of 22:39, 16 February 2014

This tutorial is an attempt to encourage people, new to this area of coding, to create their own simple turnbased battle systems. It is preferred you have some experience in other areas of sphere and a fair amount in learning the API before you dive off into this tutorial without the proper background. The more you practice, the more you know.


Before You Begin

First, you will need to know a few essentials.

  • Good Grasp on Sphere [1]
  • How to make TextBoxes
  • How to problem solve
  • If-Then, For-Loop, and While-Loop conditionals [2]
  • An understanding of Global and Local Variables [3]

(Optional:)

  • Create full-functional menus [4]
  • Knowledge of Color Coding [5]
  • Familiarity with Sphere’s API [6]



Order of Importance

Every battle system must meet a list of certain criteria to operate:

1. Stats -(party members, items, enemies, and etc.)

2. Menu System - (to give the player choices)

3. The Battle System - (calculates damage, handles attack routines)

4. Graphics and Animations - (displays progress and visuals)

At the very basic level, the most important two functions are player stats and calculating the damage between the two opposing stats. However to make battle systems more entertaining, we add an interactive component (either menu choices or button smashing) and graphics to peak the player's interests. These are the fundamentals to turnbased battles, most everything else is optional.

Next, having order and structure in your coding process will help make writing scripts an easier exercise. You will always want to know what is the following item you want implement, or how to arrange everything so that it is easy to find. Having a checklist is a proper motivational tool to accomplish these things. Here is my personal order of importance:

  • 1st call necessary scripts
  • 2nd the game() function
  • 3rd the stats
  • 4th the battle system
  • 5th the battle menu (options)
  • 6th the attack routines
  • 7th drawing the battle (graphics)
  • 8th the health bars

Calling certain functions before others in the script may affect the program differently, this is why I insist the checklist to be in this order. For example, because player stats tend to reference items (equipment) you would want to define the items before you define player stats. Otherwise, defining player stats prematurely will cause the program to fail because it doesn't understand what items you are referencing. Remember: Javascript is read top-to-bottom.

And so that it's easier to find, leave Global Variables at the top of the script under where you might require or call for other scripts.

Items and Statistics

After setting up the basics, you want to create statistics for everything with a numerical value attached to it and provides the battle system with some basis for calculations. Things such as weapons, health, or attack values will all have to be grouped into statistics and coded individually into the script. In a more reasonable approach and to be better identify certain types of statistics, I find it best to split and group them under separate functions, each established to identify the certain topic they associate with.

For example, player statistics will have its own function and set of arrays that associate with it.

First what we will be doing is creating a function known as a 'Constructor', which will hold variables that we will later define through arrays. 'Arrays' are something we can group multiple values together in for various objectives. In the constructor (stats function) we need to establish variables which will then hold information for necessary things, such as player name or health, for your battle system to reference and use in calculations. The result should be structured similar to this:

 function Stats() { this.blah = value;	}

Here we identify the constructor as "Stats()" and inside the brackets we then create variables. Anything you want to be later defined in an array, you will want to bind to the constructor through the placement of "this." before each variable you create. You will need to replace "blah" as it is simply a placeholder for whatever variable you want to establish and give value to. For example, if you want your stats to include a variable for Health then you will want to edit as so:

 this.health = 0;

Any value you give a variable inside the constructor (stats function) will be the default value. We are currently establishing the default value as 0, however it will be changed in the Array that we create for the constructor. You will need to list more variables for whatever statistics you will want to be used in the battle system, such as attack value or current level. The end result should look similar to this:

 function Stats (Name, Hp, Str, Sta)
{
  this.Name   = Name;    // <-- The Character's Name
  this.Hp     = Hp;    	//  <-- The Character's Current Health value
  this.MaxHp  = Hp;  	//  <-- Maximum Health, for calculating percentages
  this.Atk    = 10;  	//  <-- The Character's Attack
  this.Def    = 10;  	//  <-- The Character's Defense
  this.Level  = 1;  	//  <-- The Character's Level
  this.Exp    = 0;	//  <-- For calculating the current experience
  this.ExpNL  = 0;	//  <-- The Goal to reach until the next Level Up
  this.Active = 0;      //  <-- Stops inactive members from being included in the Battle System
}