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#1 2012-05-05 23:28:30

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Fire Emblem - Near Perfect Battle Simulation

http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

Introduction:
So after a year or so of being inactive, I decided to just randomly fiddle around with Scratch again, and I've been improving the Near Perfect Battle Simulation of Fire Emblem I had before.

Project Link:
http://scratch.mit.edu/projects/mkolpnji/2530768

Comments and Love-its would be appreciated.

Screenshots:
http://i723.photobucket.com/albums/ww232/mkolpnji/5.gif
http://i723.photobucket.com/albums/ww232/mkolpnji/6.gif
http://i723.photobucket.com/albums/ww232/mkolpnji/4-1.png

Description
Basically as the title says, this is a work in progress on a as close as perfect clone of the Fire Emblem battle system.

Fire Emblem is a series of games made by Nintendo and Intelligent Systems that fit under the Strategy-Role-Playing-Game set of games.

Past Versions
Link to v2.7:
http://scratch.mit.edu/projects/mkolpnji/2517086

Link to v1.1:
http://scratch.mit.edu/projects/mkolpnji/1492994

Link to very first horrible version of this:
http://scratch.mit.edu/projects/mkolpnji/875965

Current Features:
-Accurate Hit, Damage, and Critical Formulas. (Currently lacks support bonuses, and effectiveness bonuses.)
-Weapons implemented, along with the Weapon Traingle.
-Magic Tomes implemented, along with the Trinity of Magic (Magic Weapon Triangle).
-Bows Implemented.
-Ability to choose the amount of spaces between the player unit and the enemy unit.
-Ability to choose the terrain that the player or enemy is standing on. This also affects the Hit and Damage values.
-Accurate animations. (Now Including dodging)
-Background music and sound effects.
-Ability to choose weapon.
-Enemy sprites will choose between a random of 3 every time you start a battle.
-Double hits have been implemented.
-Units will die when they reach 0 health. (Finally!)

Planned Features:
-Adding Effectiveness bonuses.
-Adding more weapons.
-Adding more terrain.
-Add more class animations, and also restrict weapon usage so only certain classes can use certain weapons.
-(maybe)Eventually move on and make a complete game with this.

List of implemented classes w/animations:
Player Side:
-Lord (Lyn)
-Lord (Eliwood)
-Lord (Hector)

Enemy Side:
-Bandit
-Cavalier
-Knight
-Mercenary
-Fighter
-Mage
-Pegasus Knight
-Monk
-Shaman
-Myrmidon

List of Implemented Weapons:
Swords:
-Iron Sword
-Steel Sword
-Silver Sword
-Lancereaver
-Killing Edge

Axes:
-Iron Axe
-Steel Axe
-Silver Axe
-Swordreaver
-Swordslayer
-Killer Axe

Lances:
-Iron Lance
-Steel Lance
-Silver Lance
-Axereaver
-Killer Lance

Anima Magic Tomes:
-Fire
-Elfire
-Thunder

Light Magic Tomes:
-Lightning

Dark Magic Tomes:
-Flux

Bows:
-Iron Bow
-Steel Bow
-Killer Bow

List of available terrain:
-Plains
-Forest
-Mountain

Update Log:
Initial Release:
-Just two people hitting each other infinitely with no formulas, and only a 1% chance for lyn to hit a critical.

v1.0
-Accurate Hit, Damage, and Critical Formulas. (However, they lack terrain bonuses, support bonuses, and effectiveness bonuses.)
-Weapons implemented, along with the Weapon Traingle. (Only Axes, Lances, and Swords are implemented right now.)
-Accurate animations (for the Bandit and Lord (Lyn))

v1.0.1
Bug Fixes:
-Fixed health restoration bug
-Fixed above 100 hit/crt, or below 0 hit/crt.

v1.0.2
Bug Fixes:
-Fixed weird 100 hit and 100 crt enemy bug.

v1.1:
-Added ability to change weapons (Only has 6 as of now)
Bug fixes:
-Fixed enemy hit at 100 bug.

v2:
-Added in more class animations.
-Added in double hits.
-Added calc button for calculating hit, dmg, and crt without going into a battle.
-Added in dodge animations.
-Added in sound effects.
-Added in dying.
-Fixed bugs involving the forumla which caused incorrect hit and dmg values.

v2.1
-Added Miss text that appears when a character misses.
-Added a flashing effect when a character is hit.

v2.2
-Added Mercenary Animations

v2.21
-Added Weapon and Weapon Triangle Bonus icons.

v2.22
-Changed Miss text animation.

v2.3
-Weapon triangle bonus icons now move.
-Added in terrain! You can use the Terrain Value sliders to adjust the terrain.
-Terrain Bonuses have been added to the battle formula.

v2.3
-Added a system for having more than 1 sprite for the enemies, which will reduce lag when adding and looking through costumes.
-Added fighter animations.
-Added a hp bar with animations.
-Made the hp go down in fire emblem fashion.

v2.4
-Added Mage sprites.
-Added system for magic effects and animations.
-Fixed it so that you can't double attack at the beginning of a battle.
-Added a turns counter just for the fun of it.

v2.5
-Added Fire and Thunder to the weapon list.
-Added fully functional magic damage formulas which use the resistance stat of the enemy.
-Added Thunder animations.
-Fixed problem with having over a certain amount of hp which caused the hp bar to go off the screen which caused a variety of graphical glitches.

v2.6
-Added Lightning, which is a Light Magic spell, thus it is ineffective against Anima (Fire, Thunder) Magic and effective against Dark Magic (yet to be added.)

v2.7
-Added Flux the first tier dark magic spell, which is strong against Anima magic but weak against Light magic.
-Changed the critical sound effect.
-Fixed double hits once again.

v3
-Added status screens to view the stats of the enemy and the player. I also removed the sliders and made it less confusing to change stats by going to the the status screen of the enemy or the player and then changing the stats there with a button.

v3.1
-Added Lord (Hector) animations to the player side.
-Added Lord (Eliwood) animations to the player side.
-Added Pegasus Knight animations to the enemy side.

v3.2
-Added arrows at the top of the status menu to switch between sections.
-Added an item screen to the status menu. You can see what weapon the enemy or player is using here and change it with buttons
-Added reaver weapons. Reaver weapons reverse the weapon triangle, thus an Lancereaver, a sword which would usually be bad against a lance, is effective against a lance instead, while it is weak agaisnt axes instead of being strong agaisnt them.

v3.21
-Added Monk animations

v3.22
-Added Shaman animations

v3.23
-Added Myrmidon Animations

v3.25
-Added some new weapons:
-Swordslayer, stronger version of Swordreaver
-Killing Edge, sword with a high crit rate
-Killer Axe, axe with a high crit rate
-Killer Lance, lance with high crit rate

v3.3
-Added the ability to set the amount of space between you and your enemy. If there is one space between the units, then melee weapons like swords, axes, and lances will not be able to hit the opposing unit, while ranged weapons like magic and bows, will still be able to.
-Added archer animations.
-Added bows. Bows are not included in any weapon triangle and they are special as they are physical, can be used to hit an enemy from one space away, but cannot hit an enemy that is right next to the user.
Bows Added:
-Iron Bow
-Steel Bow
-Killer Bow

v3.35
-Added five new weapons:
  -Elfire: A more powerful fire tome.
  -Silver Sword
  -Silver Axe
  -Silver Lance
  -Silver Bow
-Hopefully fixed the bug with the archer attacking one more time after the player dies.

All battle formulas courtesy of: http://fireemblem.wikia.com/wiki/Battle_Formulas and Serenes Forest.
Sprites courtesy of FEPlanet.

Last edited by mkolpnji (2012-06-04 18:19:19)


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#2 2012-05-06 02:47:02

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.1
-Added Miss text that appears when a character misses.
-Added a flashing effect when a character is hit.


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#3 2012-05-06 12:53:41

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.2
-Added Mercenary Animations


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#4 2012-05-06 14:19:59

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.21
-Added Weapon and Weapon Triangle Bonus icons.


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#5 2012-05-06 14:43:14

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.22
-Changed Miss text animation.


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#6 2012-05-06 15:49:44

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.3
-Weapon triangle bonus icons now move.
-Added in terrain! You can use the Terrain Value sliders to adjust the terrain.
-Terrain Bonuses have been added to the battle formula.


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#7 2012-05-06 16:17:19

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Minor Bump.

Come on, can I at least get at least 10 more views on the project?


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#8 2012-05-06 17:19:44

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

And yet another bump.

Added some updated screenshots to the opening post.


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#9 2012-05-06 20:26:09

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.3
-Added a system for having more than 1 sprite for the enemies, which will reduce lag when adding and looking through costumes.
-Added fighter animations.
-Added a hp bar with animations.
-Made the hp go down in fire emblem fashion.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#10 2012-05-06 21:49:50

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Bumping.


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#11 2012-05-07 16:04:13

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Bump


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#12 2012-05-08 20:06:10

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.4
-Added Mage sprites.
-Added system for magic effects and animations.
-Fixed it so that you can't double attack at the beginning of a battle.
-Added a turns counter just for the fun of it.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#13 2012-05-08 21:58:38

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.5
-Added Fire and Thunder to the weapon list.
-Added fully functional magic damage formulas which use the resistance stat of the enemy.
-Added Thunder animations.
-Fixed problem with having over a certain amount of hp which caused the hp bar to go off the screen which caused a variety of graphical glitches.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#14 2012-05-09 18:25:47

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.6
-Added Lightning, which is a Light Magic spell, thus it is ineffective against Anima (Fire, Thunder) Magic and effective against Dark Magic (yet to be added.)


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#15 2012-05-09 21:10:02

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v2.7
-Added Flux the first tier dark magic spell, which is strong against Anima magic but weak against Light magic.
-Changed the critical sound effect.
-Fixed double hits once again.


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#16 2012-05-10 18:10:24

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

Just a small bump.
Will probably work on this tomorrow.


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#17 2012-05-10 23:05:49

jakeemma
Scratcher
Registered: 2009-05-24
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

mkolpnji wrote:

Just a small bump.
Will probably work on this tomorrow.

Pretty cool.

PS Any chance I could ask for a project request from you?

PSS I didn't meen to click quote.

Last edited by jakeemma (2012-05-10 23:06:37)


Whoop em' Gangnam Style!

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#18 2012-05-11 20:55:46

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

jakeemma wrote:

mkolpnji wrote:

Just a small bump.
Will probably work on this tomorrow.

Pretty cool.

PS Any chance I could ask for a project request from you?

PSS I didn't meen to click quote.

Hm, sorry, but I don't really take requests for projects.

NEW UPDATE:

VERSION 3:
-Added status screens to view the stats of the enemy and the player. I also removed the sliders and made it less confusing to change stats by going to the the status screen of th eenemy or the player and then changing the stats there with a button.

New link: http://scratch.mit.edu/projects/mkolpnji/2530768


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#19 2012-05-12 14:41:30

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v3.1
-Added Lord (Hector) animations to the player side.
-Added Lord (Eliwood) animations to the player side.
-Added Pegasus Knight animations to the enemy side.


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#20 2012-05-12 15:34:24

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Fire Emblem - Near Perfect Battle Simulation

Niceeeeee, accurate game simulators are so cool. Shame no one really gets them round here :S


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#21 2012-05-12 15:37:17

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

archmage wrote:

Niceeeeee, accurate game simulators are so cool. Shame no one really gets them round here :S

Oh nice, you're back.
And yeah, this place really needs more game simulators.
tongue


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#22 2012-05-12 15:38:15

archmage
Scratcher
Registered: 2007-05-18
Posts: 1000+

Re: Fire Emblem - Near Perfect Battle Simulation

Yeah I just wanted to see how the v2 update is progressing. I am looking forward to see what the new version is capable of. You may need to rewrite this program for efficiency when it comes out  tongue

Last edited by archmage (2012-05-12 15:38:51)


Hi, I am Archmage coder extraordinaire. I do Scratch,pascal,java,php,html, AS2 and AS3. Leave me a message if you want coding advice. Also check out my personal website, lots of good stuff about web development, Flash, and Scratch (v1 and v2) !

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#23 2012-05-12 15:41:45

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

archmage wrote:

Yeah I just wanted to see how the v2 update is progressing. I am looking forward to see what the new version is capable of. You may need to rewrite this program for efficiency when it comes out  tongue

Yeah, that's pretty much the same reason why I came back also.

And I will definitely rewrite this program whenever it comes out. (Hooray for custom blocks)


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#24 2012-05-12 20:56:23

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

This is a pretty big one, at least coding-wise. Had to restructure a lot of the old code I carried over from the first version of this in order to get reaver weapons to work.

Update: v3.2
-Added arrows at the top of the status menu to switch between sections.
-Added an item screen to the status menu. You can see what weapon the enemy or player is using here and change it with buttons
-Added reaver weapons. Reaver weapons reverse the weapon triangle, thus an Lancereaver, a sword which would usually be bad against a lance, is effective against a lance instead, while it is weak agaisnt axes instead of being strong agaisnt them.


http://i723.photobucket.com/albums/ww232/mkolpnji/signaturebanner.gif

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#25 2012-05-12 23:41:04

mkolpnji
Scratcher
Registered: 2007-07-20
Posts: 100+

Re: Fire Emblem - Near Perfect Battle Simulation

New Update!

Update: v3.21
-Added Monk animations


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