[HELP] BOSS BATTLE AND WARP
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So, I'm creating a boss battle and don't want it to end with a game over. I want to player to be warped back to the inn. However, whenever I set up the battle process, after the battle it will show him on the map and then warp them.
Is there a way to warp a player back to the inn as the battle is ending, without a moment of seeing them in the dungeon?
I want it to go 'Hit 0 HP, fadeout on the battle scene, wake up in inn."
Is there a way to warp a player back to the inn as the battle is ending, without a moment of seeing them in the dungeon?
I want it to go 'Hit 0 HP, fadeout on the battle scene, wake up in inn."
You could use the end of battle thing as a sort of window. Kinda like, show the hero collapse to the ground, make the enemy say a witty one-liner then flash the screen in and out. Kinda make it theatrical, then with them waking up in the Inn.
It's hard to time it just right, though, with the end battle game over thingy.
BTW, which engine are you using? You might be able to find a script that could do it for you if you're using XP/VX/Ace.
It's hard to time it just right, though, with the end battle game over thingy.
BTW, which engine are you using? You might be able to find a script that could do it for you if you're using XP/VX/Ace.
You could accomplish this by script, though you'd have to edit the scene transition module to allow a special exception (which you could trigger with a Script event or something).
Unfortunately, I'm not the person to ask how to do that, as I'm an RGSS3 novice.
Unfortunately, I'm not the person to ask how to do that, as I'm an RGSS3 novice.
author=S32
Unfortunately, I'm not the person to ask how to do that, as I'm an RGSS3 novice.
As am I. I post a lot of help requests here, just to learn some new things as I try them.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
This isn't as easy to do as it should be. The typical workaround is to fade to black before the battle starts, I think. You could probably modify the player's stored x/y/map coordinates by running a script in a battle event though.
LockeZ went where I was thinking. Since transitions between maps and between battles have the same animation options, you can delete the player sprite, quickly transition to an all-black map using the same transition animation that you use for battles, then start the battle normally. When the battle ends you can then do what you like with the all-black background.
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