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[REQUEST] read Reply #2 EDIT , (Multi body parts for boss monsters TSBS)

Started by Mitsarugi, June 26, 2010, 09:02:33 AM

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Mitsarugi

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)

cozziekuns

This what you talking about?

http://wiki.pockethouse.com/index.php?title=Enemy_Linked_Deaths

Otherwise, you could just make separate monsters for the arms, legs, body and such.

Mitsarugi

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
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]