Board Thread:Program Announcements/@comment-24908197-20140506170816/@comment-68.34.116.22-20140523070955

well I'm working on my pixel art for the enemy on my game it looking good so far, and the battle system running smooth too. right now I can only select run for each character, they can runaway or not, and take damage by a lucky blow from the enemy. I still got more to do with the run feature, ect. But It working that a plus I think, can walk in maze go in to a battle runaway all in party that is and back were I was last at in maze. The code I'm writing cycling all character if one was able to runaway from battle then It bypass and move to next character.

Here a small piece of my code to look at It not complete to run but to give you a idea what I'm typing about. Just think about how wizardry1 on nes worked, It best way to say how this is working. I'm uploading some art to the enemy images for you all to look at too to get a better visual idea! Ok, maybe not? I guese i will figure it out later why it will not let me upload images. Well goodnight!

'---↓↓↓ Battle system ↓↓↓---

'- Notes about var names -

'  ALM is alarm

'  PC$ is player charter

'  PN$ is charter name

'  IU1-6$ is input from user charter creation

'  ECE enemy count in group

'  RGRP enemy title name (generic to real name) ect

'  CST1-5 is clean up by masking area when cls or acls gcls can't be used

'  1 does full screen

'  2 does full screen swipe left to right

'  3 does menu and message area for battle and treasure chest

'  4 does info board status area for battle screen, ect.

'  5 does image area on the left need to make

@BMSE0

LOCATE 9,11:COLOR 1:?"╂╂╂╂╂╂╂╂╂╂╂╂╂╂"

LOCATE 9,12:COLOR 1:?"╂╂╂╂╂╂╂╂╂╂╂╂╂╂"

LOCATE 9,13:COLOR 1:?"╂╂╂╂╂╂╂╂╂╂╂╂╂╂"

LOCATE 8,10:COLOR 7:?"┌──────────────┐"

LOCATE 8,11:COLOR 7:?"│"

LOCATE 8,12:COLOR 7:?"│"

LOCATE 8,13:COLOR 7:?"│"

LOCATE 23,11:COLOR 7:?"│"

LOCATE 23,12:COLOR 7:?"│"

LOCATE 23,13:COLOR 7:?"│"

LOCATE 8,14:COLOR 7:?"└──────────────┘"

LOCATE 10,12:COLOR 15:?"An Encounter"

IF ALM==0 THEN BGMPLAY 0,134,100:WAIT 260:BGMPLAY 0,135,40

VSYNC 1

GOTO @BMS00

RETURN

@BMS00

IF ALM==0 THEN GCLS 0

@BATTRN 'CLEANUP HERE STILL CODING HERE

GOSUB @CST1 'TEST

'---↑ Dim array ↑---

' BGMPLAY 0,135,40

CD=300 'Cycle delay of party defult will be 300ms for 5sec.

DE=1 'delay of events

'TEST NAMES VAR'S ONLY

IU1$="Flame"

IU2$="Milock"

IU3$="Barbmi"

IU4$="Drake"

IU5$="FlyFirel"

IU6$="Gibble"

PC$(0)=IU1$

PC$(1)=IU2$

PC$(2)=IU3$

PC$(3)=IU4$

PC$(4)=IU5$

PC$(5)=IU6$

PL=1

CHAR(0)=TRUE

CHAR(1)=FALSE

CHAR(2)=FALSE

CHAR(3)=FALSE

CHAR(4)=FALSE

CHAR(5)=FALSE

GOSUB @EGRP

@BMS01

LOCATE 1,0:COLOR 2:?"┌────────────────────────────┐"

LOCATE 0,1:COLOR 2:?"┝┤"

LOCATE 30,1:COLOR 2:?"├┰"

LOCATE 0,2:COLOR 2:?"┿│                            │┿"

LOCATE 0,3:COLOR 2:?"┿│                            │┿"

LOCATE 0,4:COLOR 2:?"│└────────────────────────────┘│"

LOCATE 0,5:COLOR 7:?"ВВВВВВВВВВВВВВВВВВВВВВВВВВВВВВВВ"

LOCATE 11,6:COLOR 7:?"В"

LOCATE 11,7:COLOR 2:?"│"

LOCATE 11,8:COLOR 2:?"│"

LOCATE 11,9:COLOR 2:?"│"

LOCATE 11,10:COLOR 2:?"│"

LOCATE 11,11:COLOR 2:?"│"

LOCATE 11,12:COLOR 2:?"│"

LOCATE 11,13:COLOR 2:?"│"

LOCATE 11,14:COLOR 7:?"В"

LOCATE 0,15:COLOR 7:?"ВВВВВВВВВВВВВВВВВВВВВВВВВВВВВВВВ"

LOCATE 1,16:COLOR 2:?"NAME"

LOCATE 11,16:COLOR 2:?"CLASS"

LOCATE 17,16:COLOR 2:?"AC"

LOCATE 20,16:COLOR 2:?"HITS"

LOCATE 25,16:COLOR 2:?"STATUS"

LOCATE 0,16:COLOR 13:?"+"

LOCATE 31,16:COLOR 13:?"+"

LOCATE 1,17:COLOR 15:?PC$(0)

LOCATE 1,18:COLOR 15:?PC$(1)

LOCATE 1,19:COLOR 15:?PC$(2)

LOCATE 1,20:COLOR 15:?PC$(3)

LOCATE 1,21:COLOR 15:?PC$(4)

LOCATE 1,22:COLOR 15:?PC$(5)

X=18:Y=9

CX=18:CY=9

VSYNC 1

GOTO @BMC00

@BMC00

IF CHAR(0)==TRUE THEN GOTO @C1_MSO

VSYNC 1

GOTO @BMC00

@C1_MSO

X=18:Y=9

CX=18:CY=9

GOSUB @CST3

VSYNC 1

GOTO @C1MSO

@C1MSO

IF CNR(0)==1 THEN GOTO @C2_MSO

LOCATE 13,8:COLOR 2:?RN$(CN);

LOCATE 13,7:COLOR 2:?PC$(0);" Option's   "

CUR=Y

LOCATE 19,9:COLOR 15:?"Fight"

LOCATE 19,10:COLOR 15:?"Parry"

LOCATE 19,11:COLOR 15:?"Spell"

LOCATE 19,12:COLOR 15:?"Use Item"

LOCATE 19,13:COLOR 15:?"Run"

LOCATE X,Y:COLOR 13:?"→"

B=BUTTON(1)

IF ((B AND 1)==1) THEN CY=Y:Y=Y-1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) THEN CY=Y:Y=Y+1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 16)==16) AND CUR==13 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @C2_MSO

IF ((B AND 1)==1) AND Y>8 AND Y<14 THEN BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) AND Y<14 AND Y>8 THEN BEEP 2:BEEP 2:BEEP 2

IF Y>13 THEN Y=13

IF Y<9 THEN Y=9

IF CY>Y THEN LOCATE CX,CY:?" "

IF CY<Y THEN LOCATE CX,CY:?" "

VSYNC 1

GOTO @C1MSO

@C2_MSO

X=18:Y=9

CX=18:CY=9

GOSUB @CST3

VSYNC 1

GOTO @C2MSO

@C2MSO

IF CNR(1)==1 THEN GOTO @C3_MSO

LOCATE 13,7:COLOR 2:?PC$(1);" Option's   "

LOCATE 13,8:COLOR 2:?RN$(CN);

CUR=Y

LOCATE 19,9:COLOR 15:?"Fight"

LOCATE 19,10:COLOR 15:?"Parry"

LOCATE 19,11:COLOR 15:?"Spell"

LOCATE 19,12:COLOR 15:?"Use Item"

LOCATE 19,13:COLOR 15:?"Run"

LOCATE X,Y:COLOR 13:?"→"

B=BUTTON(1)

IF ((B AND 1)==1) THEN CY=Y:Y=Y-1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) THEN CY=Y:Y=Y+1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 16)==16) AND CUR==13 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @C3_MSO

IF ((B AND 1)==1) AND Y>8 AND Y<14 THEN BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) AND Y<14 AND Y>8 THEN BEEP 2:BEEP 2:BEEP 2

IF Y>13 THEN Y=13

IF Y<9 THEN Y=9

IF CY>Y THEN LOCATE CX,CY:?" "

IF CY<Y THEN LOCATE CX,CY:?" "

VSYNC 1

GOTO @C2MSO

@C3_MSO

X=18:Y=9

CX=18:CY=9

GOSUB @CST3

VSYNC 1

GOTO @C3MSO

@C3MSO

IF CNR(2)==1 THEN GOTO @C4_MSO

LOCATE 13,7:COLOR 2:?PC$(2);" Option's   "

CUR=Y

LOCATE 19,9:COLOR 15:?"Fight"

LOCATE 19,10:COLOR 15:?"Parry"

LOCATE 19,11:COLOR 15:?"Spell"

LOCATE 19,12:COLOR 15:?"Use Item"

LOCATE 19,13:COLOR 15:?"Run"

LOCATE X,Y:COLOR 13:?"→"

B=BUTTON(1)

IF ((B AND 1)==1) THEN CY=Y:Y=Y-1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) THEN CY=Y:Y=Y+1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 16)==16) AND CUR==13 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @C4_MSO

IF ((B AND 1)==1) AND Y>8 AND Y<14 THEN BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) AND Y<14 AND Y>8 THEN BEEP 2:BEEP 2:BEEP 2

IF Y>13 THEN Y=13

IF Y<9 THEN Y=9

IF CY>Y THEN LOCATE CX,CY:?" "

IF CY<Y THEN LOCATE CX,CY:?" "

VSYNC 1

GOTO @C3MSO

@C4_MSO

X=18:Y=9

CX=18:CY=9

GOSUB @CST3

VSYNC 1

GOTO @C4MSO

@C4MSO

IF CNR(3)==1 THEN GOTO @C5_MSO

LOCATE 13,7:COLOR 2:?PC$(3);" Option's   "

CUR=Y

LOCATE 19,9:COLOR 15:?"Fight"

LOCATE 19,10:COLOR 15:?"Parry"

LOCATE 19,11:COLOR 15:?"Spell"

LOCATE 19,12:COLOR 15:?"Use Item"

LOCATE 19,13:COLOR 15:?"Run"

LOCATE X,Y:COLOR 13:?"→"

B=BUTTON(1)

IF ((B AND 1)==1) THEN CY=Y:Y=Y-1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) THEN CY=Y:Y=Y+1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 16)==16) AND CUR==13 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @C5_MSO

IF ((B AND 1)==1) AND Y>8 AND Y<14 THEN BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) AND Y<14 AND Y>8 THEN BEEP 2:BEEP 2:BEEP 2

IF Y>13 THEN Y=13

IF Y<9 THEN Y=9

IF CY>Y THEN LOCATE CX,CY:?" "

IF CY<Y THEN LOCATE CX,CY:?" "

VSYNC 1

GOTO @C4MSO

@C5_MSO

X=18:Y=9

CX=18:CY=9

GOSUB @CST3

VSYNC 1

GOTO @C5MSO

@C5MSO

IF CNR(4)==1 THEN GOTO @C6_MSO

LOCATE 13,7:COLOR 2:?PC$(4);" Option's   "

CUR=Y

LOCATE 19,9:COLOR 15:?"Fight"

LOCATE 19,10:COLOR 15:?"Parry"

LOCATE 19,11:COLOR 15:?"Spell"

LOCATE 19,12:COLOR 15:?"Use Item"

LOCATE 19,13:COLOR 15:?"Run"

LOCATE X,Y:COLOR 13:?"→"

B=BUTTON(1)

IF ((B AND 1)==1) THEN CY=Y:Y=Y-1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) THEN CY=Y:Y=Y+1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 16)==16) AND CUR==13 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @C6_MSO

IF ((B AND 1)==1) AND Y>8 AND Y<14 THEN BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) AND Y<14 AND Y>8 THEN BEEP 2:BEEP 2:BEEP 2

IF Y>13 THEN Y=13

IF Y<9 THEN Y=9

IF CY>Y THEN LOCATE CX,CY:?" "

IF CY<Y THEN LOCATE CX,CY:?" "

VSYNC 1

GOTO @C5MSO

@C6_MSO

X=18:Y=9

CX=18:CY=9

GOSUB @CST3

VSYNC 1

GOTO @C6MSO

@C6MSO

IF CNR(5)==1 THEN GOTO @C7_MSO

LOCATE 13,7:COLOR 2:?PC$(5);" Option's   "

CUR=Y

LOCATE 19,9:COLOR 15:?"Fight"

LOCATE 19,10:COLOR 15:?"Parry"

LOCATE 19,11:COLOR 15:?"Spell"

LOCATE 19,12:COLOR 15:?"Use Item"

LOCATE 19,13:COLOR 15:?"Run"

LOCATE X,Y:COLOR 13:?"→"

B=BUTTON(1)

IF ((B AND 1)==1) THEN CY=Y:Y=Y-1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) THEN CY=Y:Y=Y+1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 16)==16) AND CUR==13 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @C7_MSO

IF ((B AND 1)==1) AND Y>8 AND Y<14 THEN BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) AND Y<14 AND Y>8 THEN BEEP 2:BEEP 2:BEEP 2

IF Y>13 THEN Y=13

IF Y<9 THEN Y=9

IF CY>Y THEN LOCATE CX,CY:?" "

IF CY<Y THEN LOCATE CX,CY:?" "

VSYNC 1

GOTO @C6MSO

@C7_MSO

X=13:Y=11

CX=13:CY=11

GOSUB @CST3

VSYNC 1

GOTO @C7MSO

@C7MSO

'IF CNR(5)==1 THEN GOTO @C1_MSO

LOCATE 14,9:COLOR 2:?"Party Option's   "

CUR=Y

LOCATE 14,11:COLOR 15:?"Proceed and fight"

LOCATE 14,12:COLOR 15:?"Take back orders"

LOCATE X,Y:COLOR 13:?"→"

B=BUTTON(1)

IF ((B AND 1)==1) THEN CY=Y:Y=Y-1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) THEN CY=Y:Y=Y+1 ':BEEP 2:BEEP 2:BEEP 2

IF ((B AND 16)==16) AND CUR==11 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @PR_FLOW

IF ((B AND 16)==16) AND CUR==12 THEN BEEP 2:BEEP 4:BEEP 4:R=0:V1=TRUE:WAIT 40:GOTO @C1_MSO

IF ((B AND 1)==1) AND Y>10 AND Y<13 THEN BEEP 2:BEEP 2:BEEP 2

IF ((B AND 2)==2) AND Y<13 AND Y>10 THEN BEEP 2:BEEP 2:BEEP 2

IF Y>12 THEN Y=12

IF Y<11 THEN Y=11

IF CY>Y THEN LOCATE CX,CY:?" "

IF CY<Y THEN LOCATE CX,CY:?" "

VSYNC 1

GOTO @C7MSO

@EGRP

GOSUB @CST4

RGRP=RND(4) '25

ECE=RND(5)

'---Count of enemy going with max of six in each group.

IF ECE==0 AND PL==1 THEN EC=1

IF ECE==1 AND PL==1 THEN EC=2

IF ECE==2 AND PL==1 THEN EC=3

IF ECE==3 AND PL==1 THEN EC=4

IF ECE==4 AND PL==1 THEN EC=5

IF ECE==5 AND PL==1 THEN EC=6

'---Groups of enemy title name.

IF RGRP==0 AND PL==1 THEN EN$="Man in robes":LOAD "GRP0:EIMG000",0:

IF RGRP==1 AND PL==1 THEN EN$="Man in robes":LOAD "GRP0:EIMG001",0:

IF RGRP==2 AND PL==1 THEN EN$="Animal":LOAD "GRP0:EIMG002",0:

IF RGRP==3 AND PL==1 THEN EN$="Priest":LOAD "GRP0:EIMG003",0: 'using werebear pic

IF RGRP==4 AND PL==1 THEN EN$="Strange animal":LOAD "GRP0:TEST_PIC",0:

IF RGRP==5 AND PL==1 THEN EN$="Insect":LOAD "GRP0:TEST_PIC",0:

IF RGRP==6 AND PL==1 THEN EN$="Slime":LOAD "GRP0:TEST_PIC",0:

IF RGRP==7 AND PL==1 THEN EN$="Scruffy man":LOAD "GRP0:TEST_PIC",0:

IF RGRP==8 AND PL==1 THEN EN$="Giant rodent":LOAD "GRP0:TEST_PIC",0:

IF RGRP==9 AND PL==1 THEN EN$="Man in armor":LOAD "GRP0:TEST_PIC",0:

IF RGRP==10 AND PL==1 THEN EN$="Strange animal":LOAD "GRP0:TEST_PIC",0:

IF RGRP==11 AND PL==1 THEN EN$="Mangy dog":LOAD "GRP0:TEST_PIC",0:

IF RGRP==12 AND PL==1 THEN EN$="Small object":LOAD "GRP0:TEST_PIC",0:

IF RGRP==13 AND PL==1 THEN EN$="Slime":LOAD "GRP0:TEST_PIC",0:

IF RGRP==14 AND PL==1 THEN EN$="Fly":LOAD "GRP0:TEST_PIC",0:

IF RGRP==15 AND PL==1 THEN EN$="Animal":LOAD "GRP0:TEST_PIC",0:

IF RGRP==16 AND PL==1 THEN EN$="Dragon":LOAD "GRP0:TEST_PIC",0:

IF RGRP==17 AND PL==1 THEN EN$="Giant":LOAD "GRP0:TEST_PIC",0:

IF RGRP==18 AND PL==1 THEN EN$="Dragon":LOAD "GRP0:TEST_PIC",0:

IF RGRP==19 AND PL==1 THEN EN$="Giant":LOAD "GRP0:TEST_PIC",0:

IF RGRP==20 AND PL==1 THEN EN$="Strange animal":LOAD "GRP0:TEST_PIC",0:

IF RGRP==21 AND PL==1 THEN EN$="Giant":LOAD "GRP0:TEST_PIC",0:

IF RGRP==22 AND PL==1 THEN EN$="Gargoyle":LOAD "GRP0:TEST_PIC",0:

IF RGRP==23 AND PL==1 THEN EN$="Gas cloud":LOAD "GRP0:TEST_PIC",0:

IF RGRP==24 AND PL==1 THEN EN$="Dragon":LOAD "GRP0:TEST_PIC",0:

IF ECE==0 AND RGRP==25 AND PL==1 THEN EN$="Dark TSC Member":LOAD "GRP0:TEST_PIC",0:

'--- Just add ['s] if more then 1 enemy in a group ---

IF ECE<1 THEN LOCATE 2,1:COLOR 15:?"(";EC;") ";EN$

IF ECE>0 THEN LOCATE 2,1:COLOR 15:?"(";EC;") ";EN$;"'s"

VSYNC 1

RETURN

'-Just player rollcall order for run event.

'- First clear with cst3

'-then call fate to roll the dice

@PR_FLOW

GOSUB @CST3 'leave as is this needed here.

GOSUB @FATE 'leave as is this needed here.

'-now we call CNR(number) ->>> player characters in the party, then repeat the steps above.

'-If not equal 1 then it goto @cr1-7 else it bypass to next character till all equal 1

'-CNR is the var for, If the character was able to runaway 0 is no / 1 is yes

IF CNR(0)!=1 THEN GOSUB @CR1

GOSUB @CST3

GOSUB @FATE

IF CNR(1)!=1 THEN GOSUB @CR2

GOSUB @CST3

GOSUB @FATE

IF CNR(2)!=1 THEN GOSUB @CR3

GOSUB @CST3

GOSUB @FATE

IF CNR(3)!=1 THEN GOSUB @CR4

GOSUB @CST3

GOSUB @FATE

IF CNR(4)!=1 THEN GOSUB @CR5

GOSUB @CST3

GOSUB @FATE

IF CNR(5)!=1 THEN GOSUB @CR6

GOSUB @CST3

GOSUB @E_1

GOTO @PR_FLOW

_______________________________