[RM2K] DIFFERENT MESSAGES FOR DEATH STATES (BOSSES, ETC)
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So I was messing around with states in RPG Maker. Ok. Great story man. Well, one thing about old school games like Dragon Quest, and Earthbound, is that they have unique messages for when bosses are defeated for a death state. Though my question is: can RPG Maker 2000 do that?
The answer is, perhaps.
I copied the (Death) state into a blank state. Though in a test, I made a condition in battle, when an enemies' HP is 0, add the (new) death state. Though unfortunately, that didn't work. :/
I dunno, if there's any workarounds with this. It would be cool, if for defeating a boss, the message could theoretically say something like "The Great Dragon was utterly defeated", or something like that. Or even for more challenging enemies, quirky enemies, or that sort of thing. That's a very Earthbound thing. Is there a work around to that question? I am a pup, with many questions about these things. Hopefully I'm not really annoying anyone. Thanks again for anyone who has input. Wind bless RMN for existing. Lol
The answer is, perhaps.
I copied the (Death) state into a blank state. Though in a test, I made a condition in battle, when an enemies' HP is 0, add the (new) death state. Though unfortunately, that didn't work. :/
I dunno, if there's any workarounds with this. It would be cool, if for defeating a boss, the message could theoretically say something like "The Great Dragon was utterly defeated", or something like that. Or even for more challenging enemies, quirky enemies, or that sort of thing. That's a very Earthbound thing. Is there a work around to that question? I am a pup, with many questions about these things. Hopefully I'm not really annoying anyone. Thanks again for anyone who has input. Wind bless RMN for existing. Lol
Here's a trick for forcing a battle to stay running until you're ready for it to end:
This way, the invisible enemy will still be alive during the turn even once everything else is dead, and you can do whatever special stuff you want when you detect the boss has been killed, then when you're finally done the invisible enemy will be dead and the battle will end.
There are a couple of issues with this hack. The invisible enemy obviously takes up a slot in the enemy group, so that reduces the maximum number of enemies you can work with by 1. Also, if you have any battle animations that are Local in scope but are used to target all enemies, the animation will play on the invisible enemy as well. You can remedy that by moving the invisible enemy far off-screen at the start of battle if you have some hack for doing so, although personally I don't know of anything like that for RM2K, just Maniacs Patch or DynRPG for RM2K3.
- Create an enemy type that's invisible (a blank sprite).
- Include 1 enemy of this type in every enemy group.
- At the very start of the battle, set the enemy to Death status.
- At the start of every turn in the battle, remove the Death status.
- At the end of every turn in the battle, add the Death status back.
This way, the invisible enemy will still be alive during the turn even once everything else is dead, and you can do whatever special stuff you want when you detect the boss has been killed, then when you're finally done the invisible enemy will be dead and the battle will end.
There are a couple of issues with this hack. The invisible enemy obviously takes up a slot in the enemy group, so that reduces the maximum number of enemies you can work with by 1. Also, if you have any battle animations that are Local in scope but are used to target all enemies, the animation will play on the invisible enemy as well. You can remedy that by moving the invisible enemy far off-screen at the start of battle if you have some hack for doing so, although personally I don't know of anything like that for RM2K, just Maniacs Patch or DynRPG for RM2K3.
can also just check if the HP is below 50% and double the balanced/intended HP, do your custom death event then actually kill off the enemy automatically. only drawback is if the player manages to "one shot" the boss's original HP then it will skip it. But unlikely if the game is balanced enough.
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