[RM2K3] BOSS CONCEPT: (BACKGROUND CHANGE)
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BOSS concept.
i was making a boss fight for the game i am working on, but got some problems ahead.
i have problems with the battle events didn't go well...
trying to make background (boss character) to change color. not with color editor.
i worked too hard for this crud... okay?

i was making a boss fight for the game i am working on, but got some problems ahead.
i have problems with the battle events didn't go well...
trying to make background (boss character) to change color. not with color editor.
i worked too hard for this crud... okay?

If the boss is telegraphing it's next move, it can probably be done by setting a variable aside to keep track of the boss' current HP, and using different monster IDs (and therefore, graphics and moves) for each move the boss can take. You'd probably be best off programming the AI of each form so that there is a sequence that it moves through.
If the boss changes it's graphic based on what move it's doing "now", this becomes much harder. I'm still figuring that you'd use a different ID for each form/move, and that there would be a variable that keeps track of what the boss's current HP is. However, I don't recall if there is a way to store what move a given monster is doing in TsuK3/2K3 off-hand.
If the boss changes it's graphic based on what move it's doing "now", this becomes much harder. I'm still figuring that you'd use a different ID for each form/move, and that there would be a variable that keeps track of what the boss's current HP is. However, I don't recall if there is a way to store what move a given monster is doing in TsuK3/2K3 off-hand.
author=Marrend
If the boss is telegraphing it's next move, it can probably be done by setting a variable aside to keep track of the boss' current HP, and using different monster IDs (and therefore, graphics and moves) for each move the boss can take. You'd probably be best off programming the AI of each form so that there is a sequence that it moves through.
If the boss changes it's graphic based on what move it's doing "now", this becomes much harder. I'm still figuring that you'd use a different ID for each form/move, and that there would be a variable that keeps track of what the boss's current HP is. However, I don't recall if there is a way to store what move a given monster is doing in TsuK3/2K3 off-hand.
than how can i make an ID for each background showed?
i mean the the boss mod was 6 battle background sets and 5 monsters are 4 invisible monsters located at colored wings and 1 core that suppose to read the mode switches before it attacks in diffrent powers based on the mode switched on.
The best I could suggest for changing a battle background mid-battle is if TsuK3/2K3 has an Abort Battle command. That, quite literally, restarts the battle each time it's used, and I'm pretty sure calling a battle from an event command would allow for the battle background to be defined in that engine. The only other alternative I can think of is that the battle background is part of the boss's graphic.
Is "invisible enemies" an option in the troop tab in that engine? Sorry, maybe I should let somebody who's actually worked a significant number of hours in this engine to answer this thread!
Is "invisible enemies" an option in the troop tab in that engine? Sorry, maybe I should let somebody who's actually worked a significant number of hours in this engine to answer this thread!
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