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A boss battle on the high seas!
  • PepsiOtaku
  • Added: 07/31/2010 02:11 PM
  • Last updated: 02/20/2024 09:09 PM


Pages: 1
Devil's in the details
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
That's right, you kick that octopus's ass. And just to add insult to injury, mug him first.
He joins your party shortly thereafter.
Those swords on the inside of the gunwales look sort of silly and I'd move the entire background up a bit so that Sparrow wasn't standing in shadow, but otherwise this looks awesome. Excellent choice of Kraken graphic!

We do not condone harassing other members by PM.
until my eyes focused i thought it was a 9 tailed fox :( still a octopus is fine :D getting them back for all those TR scenes makes my day :D
BepisOtaku hahah another thing I noticed in this game is how did you get to display the enemy names in the battle windows up top, I've noticed this in a couple games but I don't know how people are doing that. And when you apply status buffs or debuffs, it has the text saying -30 DEF or whatever stat you're increasing or decreasing? I also noticed that the STEAL command only STEALS one item from ONE targeted enemy. I'm not sure how you did that. Is that with conditional branches?
You could probably do it all in DynRPG, but this is how it's setup currently...

For enemy names:
Every battle has a "Turns elapsed " page that calls a "BATTLE-Init" common event.

That common event does some initialization and calls 2 things into DynRPG:
@show_battle_window "start" - not obvious by reading it, but it takes the number of monsters, and creates a window that is 1-4 rows in size. It's 4 rows I think if there are greater than 4 monsters (although I don't think there ever are in EJ).

@get_monster_names - This gets the monster names and inserts them into a "Message" scriptline beneath it.

This is a little more old school. I just turn on/off switches for monsters that the steal command is run on, and call common events to organize logic. I think there's just a single DynRPG command to streamline the hard part:
@ej_steal_item - A lot of this is hard-coded, but it basically determines if the item can be stolen from certain enemies (bosses), and turns on an "item stolen" switch based on the enemy target id.
From there, it's even fuzzier -- the steal command is a convoluted mess.

The buff/debuff thing is from this:

General battle improvements are from this:
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