That's the problem I'm not sure how to pause the math portion to allow for the drawing to be seen.
Type: Posts; User: Snaef98
That's the problem I'm not sure how to pause the math portion to allow for the drawing to be seen.
So what im trying to achieve is this>
User presses key, encounters monster.
Display changes to combat in upper right.
User enters into round based combat using while loop.
User must hit enter...
Here are 2 sample images first is the game screen with action menu. Second one is attempting to load in combat the second screenshot is the part im trying to work on.
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Here is the...
Places that will need forced player input to continue would be:
#1 Each Player Round
#2 Each Monster Round
#3 Player Defeat
#4 Player Victory
The last code that I posted does the entire combat process. I know it works as when I boosted the static stats for the monster encounter and my guy was defeated it went back to main menu. Also upon...
Thanks for the help, im not using a windows console, im using an XNA 4.0 game application with openGL. I need a way to pause between each round and wait for user to press a key to continue because...
Well now I got the code working but having trouble separating rounds it just goes through the entire battle to the finish with no display (Draw timing issues) Here is the code for combat
public...
Here is the updated code
do
{
if (PlayerRound)
{
// Checks To See If Player Hits
...
I don't want to just print out a number on the screen but to assign it to a temp int variable that can be used within a loop.
For example:
Player has 25% ACC
Roll number between 1-100 if...
I am looking to create a random number generator that can be used to calculate a 1 time use per calculation int that will determine if an attack hits or misses as well as another for the damage...
Here is my even further updated combat routine, im always refining stuff lol.
mciSendString("stop C:/KingdomOfMythos/Midi/MythosMusic1.mid" ,NULL,0,NULL); // Open Midi Music ...
What exactly can be stored in headers though? functions? global variables?
I got most of my code in functions now, the only portion not divided up into seperate functions is the "text storyline" that represents each of the areas on the maps
im using coords [0,0,0] first...
Functions are nothing but extensions of the main function they are "Subroutines"
Ummm better check your math again :p since 80%+80% doesn't equal 100%...
The goto was kinda needed for the combat bug fix because otherwise it would return more of the nested ifelse before it...
This post is kinda outdated i fixed it but thanks for trying to help. I just got myself a notepad and wrote down the steps step by step what i wanted to do and it was much clearer in real words then...
Is this what you were talking about? it appears to work, but not sure if there is any bugs could you check it over, also should i move the array over to globals? How will this effect saving as i now...
This is what i have right now. At the moment im using a static 500xp per lvl but at some point i want to change it to an exp chart that starts out low and increases with each level.
int...
I have never used structs before, and the chance to hit and other calculations are already part of the combat routine. I plan on storing the monster information in global variables. The only things i...
I am now working on an encounter system. I would like to be able to pre-define each monster type, its stats, level etc.. but i don't want to duplicate the combat function for each type of monster and...
I have this combat program and if the monsters hitpoints hit 0 or -# on the players swing, it always fires off 1 more monster swing before victory is declared and i cant seem to find whats wrong, ive...
I tried using an array and it didn't work but it wasn't written exactly like that. Also what is MaxLevel for since i don't have a variable by that name.
I also have another problem im trying to create a function to level up the character which will be run after each battle to check and if needed update level,atk,defense,hitrate, exp to next level,
...
I'm pretty new to C++ and im only just starting to really get the hang of this. I don't see how a float would fix this bug then again ive yet to really work with floats due to the fact i havn't done...
I think i have the bases covered in the event of a 1 hit kill blow, but ive yet to figure out how to deal with when the player kills the monster on his turn, its dual cycle so the monster is dead yet...