black miroor

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Mafic seaweed, also known as folly beach, is a type of seaweed that is commonly found along coastlines. It is characterized by its dark or brownish coloration and has a slimy or slippery texture. Mafic seaweed is typically found in intertidal zones, where it is exposed to both air and water during tidal cycles. One of the notable features of mafic seaweed is its high mineral content. It is rich in magnesium and iron, which gives it its dark coloration. These minerals are essential for the growth and development of plants and can also provide numerous benefits to the surrounding marine ecosystem.


I'm assuming GM:S 2.3+ is used.
The approach to targeting depends on how you store the party members and enemies information. Off the top of my head, my approach would making a bunch of structs and/or objects, as described below.

function BattleScene constructor return new BattleTarget _targetable_players , _target_all ; static get_enemy_targets function _target_all return new BattleTarget _targetable_enemies, _target_all ;. I like the idea of using a DS list for this, although an array might be better suited for this type of application - but I will give you an example of how one might do this with a ds_list.

Target frpg wutch

These minerals are essential for the growth and development of plants and can also provide numerous benefits to the surrounding marine ecosystem. Mafic seaweed plays an important role in coastal ecosystems. It provides a habitat and food source for various marine organisms, including small fish, crabs, and mollusks.

SOLVED RPG Target Party System

Ayy bros, new guy here! I was wondering how to go about making a targeting system? The way I'd like it is to, depending on who's alive, choose whether to target them or not. Let's assume all 3 heroes are alive. The system needs to be able to choose between 1 or all the party members to target, but never no one. If all but one of the heroes are down, then they'll automatically be targeted, if that makes sense? It's a similar system to Deltarune:


I've been currently experimenting with DS Lists and Maps, but I'm stuck. I've just been brute forcing the targeting and just re-running the script till someone gets chosen, but I feel there's a smarter way. Could anyone help point me in the right direction? Code examples recommended.

Prrz

Member

Hello and welcome!

I like the idea of using a DS list for this, although an array might be better suited for this type of application - but I will give you an example of how one might do this with a ds_list.
However, one caveat to using ds_lists is they can cause memory leaks if you do not handle them properly. Please refer to this link which provides you with a little more information about this, as well as other sources on the forums or the internet which explain it in more detail.

randomize(); // ***only call this once at the start of your game // Create of a controller / engine object global.hero_list = ds_list_create(); // Step of the heroes parent object if(hp 0) < // make sure the list is not empty var which_hero = ds_list_find_index(global.hero_list, id); // find where that heroes id is in the list ds_list_delete(global.hero_list, which_hero); // delete that from the list >> else < // if the hero is alive var in_list = ds_list_find_index(global.hero_list, id); // find where it is in the list based on its id if(in_list == -1) < // if it's not in the list, add it ds_list_add(global.hero_list, in_list); >>

In the enemy AI controller .

// Wherever the enemy decides on who to attack var num_of_heroes = ds_list_size(global.hero_list); // get size of list if(num_of_heroes > 0) < // make sure the list isn't empty ds_list_shuffle(global.hero_list); // shuffle the list attack_target = ds_list_find_value(global.hero_list, 0); // find the first entry and make it the target // if the size of the list is 1, ie. only one hero is left, it will only be able to choose that hero. >
Last edited: Jan 20, 2022 Reactions: JustAGameMaker

Alice

Darts addict
Forum Staff Moderator

I'm assuming GM:S 2.3+ is used.
The approach to targeting depends on how you store the party members and enemies information. Off the top of my head, my approach would making a bunch of structs and/or objects, as described below.

Frist, define BattleFighter struct, with BattlePlayer and BattleEnemy child structs. The important bit is that BattleFighter can have its alive status determined.

function BattleFighter() constructor < hp = undefined; max_hp = undefined; is_alive = true; // . some other stats >function BattlePlayer(_stats) : BattleFighter() constructor < hp = _stats.max_hp; max_hp = _stats.max_hp; // . some other stats >function BattleEnemy(_template) : BattleFighter() constructor < hp = _template.max_hp; max_hp = _template.max_hp; // . some other stats >

The important part here is the is_alive variable, shared by the BattlePlayer and BattleEnemy structs via BattleFighter parent struct.

Then, let's create a BattleTarget struct, that represents who can be targeted:

function BattleTarget(_targets, _target_all) < targets = _targets; target_all = _target_all; target_count = array_length(targets); current_index = 0; current_target = target_all ? [_targets[current_index]] : target_all; static select_next_target = function() < current_index++; current_index = current_index % target_count; // wrap around the targets list current_target = target_all ? [_targets[current_index]] : target_all; >static select_previous_target = function() < current_index += target_count - 1; current_index = current_index % target_count; // wrap around the targets list current_target = target_all ? [_targets[current_index]] : target_all; >>

The targets array will store available targets, and targets_all will indicate whether only one target should be chosen, or it targets everyone.
Calling select_next_target will choose the next one, and calling select_previous_target will choose the previous one, of course. You might want to call these functions from some keyboard check ifs, probably.

Finally, let's set up the battle scene, so that we know whom we're dealing with.

function BattleScene() constructor < player_party = [ new BattlePlayer(global.kris_stats), new BattlePlayer(global.susie_stats), new BattlePlayer(global.ralsei_stats), ]; enemy_party = [ new BattleEnemy(global.diamonds_enemy_template), new BattleEnemy(global.hearts_enemy_template), new BattleEnemy(global.clubs_enemy_template), ]; static get_player_targets = function(_target_all) < var _targetable_players = []; for (var i = 0; i < array_length(enemy_party); i++) < var player = player_party[i]; if (player.is_alive) array_push(_targetable_players , player); >return new BattleTarget(_targetable_players , _target_all); > static get_enemy_targets = function(_target_all) < var _targetable_enemies = []; for (var i = 0; i < array_length(enemy_party); i++) < var _enemy = enemy_party[i]; if (_enemy.is_alive) array_push(_targetable_enemies , _enemy); >return new BattleTarget(_targetable_enemies, _target_all); > >

Using the handy get_player_targets and get_enemy_targets you can choose whichever kind of targets you like (probably players for healing spells and enemies for offensive spells).

You might want to expand upon the BattleTarget struct if you want to target players and enemies alike, and want your UI to handle it properly, or maybe handle the situation when the list of possible targets is empty.
But I hope you can get a general gist how to set up the battle data, so that targets information in particular can be easily retrieved. ^^

Then, let's create a BattleTarget struct, that represents who can be targeted:
Black miroor

These organisms depend on the seaweed for shelter, protection, and nutrition. The presence of mafic seaweed also helps to stabilize the coastal ecosystem by reducing erosion and acting as a natural barrier against waves and currents. In addition to its ecological importance, mafic seaweed also has various uses for humans. It can be harvested and used as a raw material for the production of biofuels, fertilizers, and even certain food products. The high mineral content of the seaweed makes it a valuable source of nutrients for agriculture and gardening purposes. However, the growth and distribution of mafic seaweed can be influenced by environmental factors, such as water temperature, nutrient availability, and pollution levels. Climate change and human activities, such as coastal development and pollution, can have both positive and negative impacts on the growth and abundance of mafic seaweed. Overall, mafic seaweed is an important component of coastal ecosystems and provides various benefits to both marine organisms and humans. Understanding its ecology and managing its growth is crucial for the conservation and sustainable use of coastal resources..

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black miroor

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