Alright so, I am trying to set it up so if the player encounters certain parties on the world map there is an option for a "rock, paper, scissors" style wager, with a fourth choice as well... essentially, there are four types of demonic familiars (which the character can acquire, though randomly), and each type of familiar it is pitted against will result in a win, a loss, a draw (in the case of neutral familiar types), or a mulligan (in the case of the same types of familiars). The issues are as follows.
*Jumping from dialogs to game menus works fine - the entire randomizing process is good so far.
*A winning result should jump to the loot/prisoner exchange screens for that party ~ So far, I have used:
... But this only loots the leader of the party - I need it to act as if the enemy surrendered - or like combat is over, without casualties. Not sure how to approach this.
*A loss should jump to the same process that happens if you were to surrender to the party... they loot some of your items, and you lose some denars, and are captured and carted around a bit. Haven't put this in quite yet.
* A mulligan - if the same familiar is produced by your opponent - results in the parties going their separate ways for a very short time. This works as planned - the same party may attack again rather quickly, and I like that - you get a slight head start if you want to run away.
* A draw happens if the familiar is paired against the one of the three other kinds it is immune to. This is supposed to proceed to battle as if the offer to wager on the familiars never happened
*Eventually I also need to figure out how to code only being able to battle familiars with each world map party only once. I imagine this has something to do with party instances, but I am a bit fuzzy on it. I learn quickly though.
*Thank you to anyone who can help! Code examples are best - I am a "learn-hands-on" kind of guy. Once I get past this little hurdle I can tighten up a few more things - must finish the claimant to the new faction's throne stuff, for example - and then after some playtesting, and assuming no more ideas-that-must-be-implemented pop up in the interim, I think we will be ready for a release!
*Jumping from dialogs to game menus works fine - the entire randomizing process is good so far.
*A winning result should jump to the loot/prisoner exchange screens for that party ~ So far, I have used:
Code:
(change_screen_loot, "$g_talk_troop"),
(assign, "$g_leave_encounter",1),
(finish_mission),
... But this only loots the leader of the party - I need it to act as if the enemy surrendered - or like combat is over, without casualties. Not sure how to approach this.
*A loss should jump to the same process that happens if you were to surrender to the party... they loot some of your items, and you lose some denars, and are captured and carted around a bit. Haven't put this in quite yet.
* A mulligan - if the same familiar is produced by your opponent - results in the parties going their separate ways for a very short time. This works as planned - the same party may attack again rather quickly, and I like that - you get a slight head start if you want to run away.
* A draw happens if the familiar is paired against the one of the three other kinds it is immune to. This is supposed to proceed to battle as if the offer to wager on the familiars never happened
*Eventually I also need to figure out how to code only being able to battle familiars with each world map party only once. I imagine this has something to do with party instances, but I am a bit fuzzy on it. I learn quickly though.
*Thank you to anyone who can help! Code examples are best - I am a "learn-hands-on" kind of guy. Once I get past this little hurdle I can tighten up a few more things - must finish the claimant to the new faction's throne stuff, for example - and then after some playtesting, and assuming no more ideas-that-must-be-implemented pop up in the interim, I think we will be ready for a release!