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Reviving and killing enemies (rpg2003)

Started by Poetic_Alias, May 15, 2010, 02:25:52 AM

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Poetic_Alias

Well I've been considering making animated attacks for enemies in my game. I'm not exactly sure how it works but, when you KO an enemy to display the animation and then revive it to return to normal, does its HP reset to max or end up at a lower level?

nosnibor

I'm not sure what you're asking but I'm assuming it goes something like this. "When I kill a monster, I want it to come back after X turns with full health, not 1 health or half-health." So I'll just tell you how to do that.
Well, if you set up a battle event and put it so that it triggers when "Monster1" reaches 0 health, you could then set up a delay so that it returns after X turns, which is what (I'm assuming) you want. So, once you've done that, it will return with 1 health. You find the event "Change Monster HP" and make it so that it regains 100% of its HP. Then you'll be good to go... if that was what you actually wanted to do.
Everything is always exactly $10 more than you can afford... unless you can get somebody to loan you ten dollars.

Poetic_Alias

Umm... no sorry. What I mean is, let's say I wanted an enemy to have an invincible status by replacing the enemy with another one directly under it. You kill off the vulnerable enemy and revive the invinicble enemy, then after X turns, the vulnerable enemy comes back. I want to know how to revive the vulnerable enemy with the same amount of HP is had before it switched with the invincible one, not reset it to 100%

nosnibor

Everything is always exactly $10 more than you can afford... unless you can get somebody to loan you ten dollars.

valdred

Don't rm2003 have states?
Make a state that reduces damage to 0%.

Poetic_Alias

Right, I probably should have mentioned, I wanted the enemy graphic to change too when it's invincible and then change back. You can only do that by using a hidden enemy as far as I know.

valdred

Isn't it a change battler graphic event command?

doomed2die

There IS a way to pseudo-program this.

In the event section below the monster group, (let's use Blob as my example monster) set an event. When Blob's HP goes below (example), 35%, the event starts. The first part of the event goes to the set variable section. In this set variable section, in the first box, click the 3rd circle (varibl) and set the variable as a new variable which will be the monster's hp. You can do this by clicking the 7th circle down. (I'll call this variable A) Next up, kill Blob via an event and summon a new monster. Blob2 shall be my example. Then, should Blob2 die, summon a Blob monster, and set hp = to variable A. This can be done via the Change Enemy HP button in the events bar.

Okay, now for the graphics part of all this. This is actually fairly simple. You can...

A) Start a battle with said monster, then take a screen shot and make that a back drop. Then, use the back drop change command to make the monster SEEM to be beneath him.

B) Replace the monster with a monster that has max HP, max DEF, max AGI, max MIND, and his only command is wait. Then, make it so that he has a stat condition which will double his evasion.

C) Route from appearance the Blob and make a new monster sprite that LOOKS like the blob is behind it.

Poetic_Alias

I had that idea too but I'm pretty sure there's a way to keep the enemy's exact HP. I played through Alter A.I.L.A genesis and it had some times where that was applied. In a tournament battle, when one character is fighting an enemy and dies, the next character fights the same enemy. Thing is, the enemy had the same amount of HP left as when the first character got KOd. How might this be?

also

Quote from: valdred on June 24, 2010, 07:16:22 PM
Isn't it a change battler graphic event command?

Valdred I know what you're talking about but this is rpg maker 2003. he only thing close to that is the "Change monster" that happens after a certain number of turns. Not quite what I'm aiming for.