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ENDLESS WAVE OF FOES.

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masterofmayhem
I can defiantly see where you’re coming from
2610
Me again, and I have a tough one for you all this time. Again all in 2k3.

I’d like to have a battle where after you defeat one group of enemies another group of enemies immediately appear to continue the fight without any screen transitions or creating another encounter if possible. That way you can 10, 20 or even 30 enemies in a single fight (they would all be weak enemies naturally).

So any ideas how I could do this?
hidden monsters? you do this by right clicking on a monster graphic and using a command to show monster if I recall correctly.
You can only have eight enemies in a battle total, including hidden (or was it 10?). There might be a patch to work around this though.

You could also try 'ressurecting' dead ones and re-using them.
masterofmayhem
I can defiantly see where you’re coming from
2610
Yes I know about the hidden/show monsters thing, and that 2K3 only supports 8 monsters in a group (I’m looking for more). And I want to avoid resurrection if I can since any restored HP will appear on the screen destroying the illusion and I want it appear the enemy are just showing up not coming back to life.
I believe it would have to be an edit of the engine to accomplish that. I think.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
You can't accomplish that the way you're asking, in rm2k3 at least. For that kind of customisation you'd need an engine that allows scripting, or like Darkflamewolf said an edit of the 2k3 engine itself.
You just need to get a little tricky.

Set the monster's hp way higher than you need it for the fight, as in maximum. Use events to check when the monster's hp falls below a certain threshold. "Kill" the monster by swapping it for a monster that has no name and no graphic. Set its health to whatever the maximum for that monster is. It isn't perfect, because it can still be targeted.

Once the whole first round of monsters (up to 8) have been "killed" (body swapped), run an event that swaps in the monsters you want in the second wave.

*In Sean Connery accent: Lather, rinshe, repeat!
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
If you did that you would still need to do it as separate battles since you can only have 8 maximum per encounter.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
Still. Maximum of 8. Last one has high HP like 9,000. Event it so if it has 1,000 HP, it just 'transforms' into another monster when 8,000 is left, and you can keep eventing it like that.
Fake it out.

Have a battle for 8 enemies. When won, set a dialogue like this:

Swordsman: "Well, that was easy!"
Female Healer: "Watch out! They're still coming"
Geeky Wizard: "I'll have my spells ready, healer, you make sure my face doesn't get scarred!"

Battle 2

Then

Female Healer: "They keep coming! They're stronger than before, I don't know if I can keep up!"
Swordsman: "Have at you!"

Battle 3

And so on, and so on.
I'd say after they're all dead... ressurect them and change them to something else using the event / page systems :-)
I have a pretty easy method. It's simple really...

Explanation: When enemies are hidden they don't show any changes in their hp/mp. This means that you can revive a monster without displaying any stat changes.

Process:
01. Make all enemies (except 1) invisible.
02. Set the battle event condition to "Turn 0-0".
03. In that same event page create a "Show Hidden Monster" event for each enemy.
04. Create a new battle event page.
05. Set the battle event condition to "Monster Hp between 0-0".
06. Create an event inside the page which checks to see if a switch of your choosing is OFF.
07. Create an event inside the fork which adds to a variable of your choosing as well as turning on a switch (which should be unique for each monster).
08. Rinse and repeat steps 4-6 for each enemy.
09. Create another event page.
10. Set the battle event condition to "Turn 1-1".
11. Create a fork condition which checks to see if the variable matches (however many enemies you have - 1).
12. Inside the fork condition create an event which revives each monster (unfortunately this will have to be done 1 by 1).
13. Next do the same to reveal each hidden monster.
14. Lastly set the variable to 0 and reset all your switches.

That about wraps it up. If you have any questions...I feel sorry for you (lol, I'm kidding!), but seriously feel free to ask. I've used this method myself before, so I'm positive it works.

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