i would like to request a script that let's you attack multible body parts ^^ like finding the boss his weak point and the parts die when you attack them to often :) (the resistent parts don't get much damage when attacked)
i came up with the idea when i was making a boss fight for my game and thought it would be more EPIC if that would be possible to do , giving the game more stratagy to it .
games that this was in :
Final fantasy X
(other final fantasy's)
Quote from: cozziekuns on June 26, 2010, 04:07:23 PM
This what you talking about?
http://wiki.pockethouse.com/index.php?title=Enemy_Linked_Deaths (http://wiki.pockethouse.com/index.php?title=Enemy_Linked_Deaths)
yeah that's what i mean
Quote
Otherwise, you could just make separate monsters for the arms, legs, body and such.
but still in TSBS wouldn't it look wierd if the arms or legs run around like that? it should be something that the entire body moves at the same time...no? or they shouldn't move at all. any solutions for that problem? plz
EDIT: found this but the enemies should not jump when dodging
[spoiler]
#==============================================================================
# ââ€" Stationary Enemies for RPG Tankentai Sideview Battle System
# 5.11.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Should be pretty straighforward. Add the Enemy ID to the array and it
# won't move. Create a "dummy" weapon, to minimise confusion, might wanna call
# the weapon "DONT MOVE" but it doesn't matter. The only part of the weapon
# that makes any difference is the attack animation. That will be displayed on
# that targeted party member. Make sure to verify DONT_MOVE is set to your
# dummy weapon's number. That should be all.
#==============================================================================
module K_STATIONARY_ENEMY
ENEMY_ID = [] # list of enemies that shouldn't move to attack(ex. [1,24])
WEAPON_ID = 32 # Weapon ID of "Don't Move" Weapon
end
module N01
# Creates a new hash with a new action sequence
new_action_sequence = {
"DONT_MOVE" => ["WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse","FLEE_RESET"],}
# Merges new hash with the script
ACTION.merge!(new_action_sequence)
end
class Game_Enemy < Game_Battler
alias k_stationary_enemy_weapon weapon
def weapon
for x in K_STATIONARY_ENEMY::ENEMY_ID
return K_STATIONARY_ENEMY::WEAPON_ID if @enemy_id == x
end
k_stationary_enemy_weapon
end
end
module RPG
class Weapon
alias k_stationary_enemy_base_action base_action
def base_action
return "DONT_MOVE" if @id == K_STATIONARY_ENEMY::WEAPON_ID
k_stationary_enemy_base_action
end
end
end
[/spoiler]