Main Menu
  • Welcome to The RPG Maker Resource Kit.

Advanced Technical Questions (RPG2K)

Started by MightySword2010, April 15, 2009, 12:57:47 PM

0 Members and 1 Guest are viewing this topic.

MightySword2010

Alright, so I'm having a hard time with doing advanced scripts...

I have a bomb enemy, and I want it to explode, deal damage, and then die, in the same turn if possible. How could I go around that?

Also, is there a way to make it so using a move deals no damage or recoils under a certain condition? (IE: using a laser on a mirror-covered enemy,
laser reflected back on the player, damage dealt; casting fire on a fire enemy, no damage dealt)


Sirius

Ok, I've got some basic methods of doing some of those.

For your bomb enemy, make a battle event with a trigger Monster [your bomb enemy] Turns elapsed [XX] (let's say 5 for this). Then show battle animation of whatever your explosion is, reduce your party's hp by however much you want it to, then reduce your bomb's hp by 100%, and voila, your bomb will be set to explode in 5 turns. It's pretty rigid, but hopefully it's a start.

[spoiler=Bomb?][/spoiler]

If you want an attack to do no damage, make sure the damage multiplier for that skill has one letter set to 0% (Maybe you'll want to make your own attribute for the attack getting negated). When your hero uses that fireball//laser/exploding duck, damage will always be 0.

[spoiler=No damage]

Make sure your enemy's resistance to that is set to E[/spoiler]

Ok, I'm having trouble getting reflected damage to work out nicely, so maybe you can experiment with it too. So far I've set a battle command to [Hero] uses the [Skill] command, and then changing the hero's hp to however much your laser would have hurt the enemy. Use some battle animations, and it should look pretty believable.

[spoiler=Reflect, sort of][/spoiler]

Oh wait, these were in 2K3, but the DB should be pretty much the same. Feel free to change these as much as you need to, too. They're just really basic, experimental events, & there are definitely better ways to make them work.

MightySword2010

#2
Thanks for the help. I made the enemy activate a switch when it's ready to blow up, though.

Another question: How do I make it so a deceased party member's HP goes to one when a battle is over?

EDIT: My bomb script activates the moment the switch is activated. Any way to make it wait a turn?

Sirius

Heh, that bomb one's really bothersome... I'll start with the 1 hp thing though.

You'll want to make switches for all of your characters, then copy this into every monster group

[spoiler=Step 1]
Again, you need switches and pages for all of your characters, this one is just demonstration.[/spoiler]

After you get that down, set up a common event for all your characters individually, make it a parallel process with their switch, and do this:

[spoiler=Step 2][/spoiler]

Now after every battle, your deceased should come back to life </triumph>! The process is a bit tedious though.

Bleh, now for the bomb one... You'll need 1 variable for the turn delay, and 2 switches: one for the skill itself, and one to make sure the skill doesn't keep going off. Start by making your first page add a Bomb! variable every time he takes a turn.

[spoiler=Bomb 1][/spoiler]

Next page, you'll need a trigger to allow your bomb to use his explosion skill.

[spoiler=Bomb 2][/spoiler]

Now that he's allowed to use the skill, make it so that he starts the countdown, then can't use the skill again (That was a headache).

[spoiler=Bomb 3][/spoiler]

Finally, rig him to explode! Oh, if you're wondering why I set the variable to 100, it's because I don't want him randomly exploding in the heat of battle.

[spoiler=Bomb 4][/spoiler]

There you have it. Only problem is that the bomb will take one more turn before going down, I'll look into that. Oh yeah, I forgot about the bomb skill, my bad. Ok, make yourself a switch skill (I called mine "Warning!" because it shows up no matter what, might as well make it relevant), and have it turn on your first bomb switch.

[spoiler=The skill][/spoiler]

Ok, this here's the real last step. Make your second switch a condition to use the skill on the Monsters tab

[spoiler=The skill: Revisited][/spoiler]

There you have it, way too much work for something that should be pretty simple. Just watch, as soon as I post this I'll find some easy way to do it. Oh well, use it if you want.