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[rm2k3] Couple of questions on scripts for combat

Do you happen to know a site that has this iDraw? If not I can try to find it on my own.

Either way, thanks for the advice. Admittedly the final boss fight is very far down the line, but I wanted to cover my basis before that happened.

[rm2k3] Couple of questions on scripts for combat

I suppose I could try that. Is there a way to control where the target pointer shows up? I had another idea to create duplicate images of the boss and hide them behind him. You'd be selecting different parts of his body but in reality you're selecting another image of the boss where the cursor is pointing somewhere else. That way when any part is destroyed there'd still be another image of him behind ready to show up, and when everything's destroyed he'll still be on the screen to give his "This cannot be" speech before exploding for 15 seconds in standard RPG fashion. Plus, if the boss is flying, it could create a cool "after image".

Keep in mind I'm pretty new to this. I'm not even using sprites other than the ones provided in the RTP. Do you recommend any free software for putting the boss' image on a background? Or is MS paint/paint.net alright?

[rm2k3] Couple of questions on scripts for combat

I'm currently working on a small project in my spare time using RPG Maker 2k3. However, I've run into a problem with two events I really want in the game but can't figure out. The first is more difficult to describe so I'll start with that:

One of the characters the player uses is supposed to become more and more outclassed as the game goes on by her allies. In a particular battle she gets a major power upgrade and becomes just as powerful as her allies if not moreso. I had wanted the character herself to be statistically inferior to her allies so the player will actually feel she's not strong enough as opposed to her just saying so. The problem is I can't figure out how to do that in the battle she's supposed to get her upgrade. The idea I had was to create two separate Heroes in the database with identical appearances but one with better stats and skills, and mid-battle have her switch to her better self, if that makes any sense. I can't do this because I can't figure out how to keep the equipment she currently has equipped. I can equip specific pieces of gear to her, but I can't assume the player will even have those pieces of equipment. I don't want to add brand new equipment either because the player will wonder where it came from. I also don't want to add stuff like classes and titles because no other character uses them- there's no need. For this one character to have a class while everyone else doesn't will become suspicious, and to add repetitive classes when it's obvious what each character is meant to represent just means more work for me that could be avoided.

A friend suggested I force the player to equip a specific item to her that can be replaced when she's switched out for her superior self. In the context of the story it makes perfect sense- around this time she starts to feel like a burden to the team so she'd be willing to do this to prove otherwise. However this means she wouldn't be at full power for the second half of the battle so the player won't feel like she's actually gotten stronger. It's a serious case of "Do, don't show". Is there a way to store the current equipment of a character and to equip them to another version of said character mid battle? Assume the gear is equippable for both.



The second question's easier, but I'm still stumped. I had intended to make the final boss difficult by adding five invisible enemies to represent the various parts of the boss that can be targeted (as in, assuming the boss is a giant dragon that covers half the screen, his head, claws, feet, and body can all be selected to attack and all have separate HP meters and attack sets). What I had hoped would happen would be to have the main boss- the body- be invincible until the other parts of his body are destroyed. I had also hoped each part would regenerate to full health, but that's just extra. If the boss can't be made invincible (at least can't be selected in battle) until specific enemies are defeated, then is there a way to make the boss remain on the screen until all enemies have been destroyed, but with no way to target him directly? That way when the main sprite dies the player won't wonder why they're selecting empty space.

I apologize if I'm asking for a lot. I'm trying to work on work-arounds for both of these problems but so far nothing comes up that beats these particular methods. The first example could easily be worked around by changing her class, but I really don't want to add classes into the game when there's only four characters. Especially when one class is "pirate cleric". If there's any way to achieve either of them, I'd really like to know. Thank you.


Edit: scratch the first question, I think I found a better scenario that takes care of this problem. Still stumped on the final boss thing though.
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