As usual, I just come up with ideas; I don't need nor want them, but it would be nice if someone eagers to make them come true.
OK, this time my idea comes in two parts:
Part 1. Boss Body Part
In Wild ARMs 2: The Ignition, all bosses has body parts. You can attack and kill body parts for more EXP. If you only focus on killing the boss, you won't get the extra EXP, but all body parts will die as well. Body parts may behave as normal enemies, i.e. they can attack, use skills, etc..
It will be easier to understand using examples.
Example 1: Wild ARMs 2 example
A Scorpion (1000 EXP) has Tail (200 EXP). While Scorpion itself can only attack physically, its Tail may do Sting skill (which, of course, may cause poison). When Tail is destroyed, Scorpion cannot use Sting anymore. If you kill Scorpion, you only get 1000 EXP, but if you kill Tail first then finish off Scorpion, you'll get 1200 EXP.
Note that in some cases body parts cannot act independently, but instead they give abilities to the main body. So, in the example above, it may be Scorpion which perform Sting instead of its Tail.
Example 2: Extensions
To make the game more interesting and tricky, I'm thinking of any other effects when some body parts die, such as effects in enemy stats, transform in some conditions not found in Battle Events, and so on. There are many possibilities of this, combined with Battle Events.
A Robot may consist of Head, Left Arm, Right Arm, Left Foot, Right Foot, Body Armor, and Core. If you kill any of his Foot, the AGI of Robot should decrease. If you kill any of his Arm, the ATK should decrease. Head may "revive" (or should I say "repair"?) any of his "killed" (destroyed) body parts, so you might want to take out the Head as soon as possible. Body Armor will protect Core and boost Robot's DEF as well as all body parts DEF. When Core is exposed, Robot may use more devastating attacks and skills. Destroy the Core and Robot will be gone for good.
I was thinking of simply arrange body parts as normal enemies, but it couldn't give effect as the second example (you CAN target Core while you shouldn't be able to while Body Armor is still there; overall Robot stats won't change if any body parts is destroyed, and so on.). There is possibility to transform Robot into another Robot (but with different stats and different abilities) at some HP, but that means we must provide more than one Robot in the game database, which may waste up spaces. Using Battle Event, it will be executed at the beginning of any turn, which doesn't make sense (the transformation should be done immediately after any body part is destroyed).
If there are more ideas from you, just add it up.
Now the second one, which I think is the easiest (and I want this :D).
Part 2. Boss Defeat Animation
In some games (I'll take Final Fantasy VII, since the enemy defeat animation is similar to RMXP default one), boss defeat animation is different from normal enemy defeat animation. It may include longer duration, different SE, and so on.
I have defined which monsters should be the boss, so the next part is to script different defeat animation. It may be the same for all bosses, although you may expand it so each boss has its own defeat animation. I find that collapse method of RPG::Sprite handles the defeat animation, but I don't know how to edit it. I know how to change the SE for boss defeat, though.
Can anyone help for this part? Credited, of course.
That's all for now, thank you for reading this long thread. Hopefully there is someone who is willing to do this. More ideas and comments should be replied as you wish.
OK, this time my idea comes in two parts:
Part 1. Boss Body Part
In Wild ARMs 2: The Ignition, all bosses has body parts. You can attack and kill body parts for more EXP. If you only focus on killing the boss, you won't get the extra EXP, but all body parts will die as well. Body parts may behave as normal enemies, i.e. they can attack, use skills, etc..
It will be easier to understand using examples.
Example 1: Wild ARMs 2 example
A Scorpion (1000 EXP) has Tail (200 EXP). While Scorpion itself can only attack physically, its Tail may do Sting skill (which, of course, may cause poison). When Tail is destroyed, Scorpion cannot use Sting anymore. If you kill Scorpion, you only get 1000 EXP, but if you kill Tail first then finish off Scorpion, you'll get 1200 EXP.
Note that in some cases body parts cannot act independently, but instead they give abilities to the main body. So, in the example above, it may be Scorpion which perform Sting instead of its Tail.
Example 2: Extensions
To make the game more interesting and tricky, I'm thinking of any other effects when some body parts die, such as effects in enemy stats, transform in some conditions not found in Battle Events, and so on. There are many possibilities of this, combined with Battle Events.
A Robot may consist of Head, Left Arm, Right Arm, Left Foot, Right Foot, Body Armor, and Core. If you kill any of his Foot, the AGI of Robot should decrease. If you kill any of his Arm, the ATK should decrease. Head may "revive" (or should I say "repair"?) any of his "killed" (destroyed) body parts, so you might want to take out the Head as soon as possible. Body Armor will protect Core and boost Robot's DEF as well as all body parts DEF. When Core is exposed, Robot may use more devastating attacks and skills. Destroy the Core and Robot will be gone for good.
I was thinking of simply arrange body parts as normal enemies, but it couldn't give effect as the second example (you CAN target Core while you shouldn't be able to while Body Armor is still there; overall Robot stats won't change if any body parts is destroyed, and so on.). There is possibility to transform Robot into another Robot (but with different stats and different abilities) at some HP, but that means we must provide more than one Robot in the game database, which may waste up spaces. Using Battle Event, it will be executed at the beginning of any turn, which doesn't make sense (the transformation should be done immediately after any body part is destroyed).
If there are more ideas from you, just add it up.
Now the second one, which I think is the easiest (and I want this :D).
Part 2. Boss Defeat Animation
In some games (I'll take Final Fantasy VII, since the enemy defeat animation is similar to RMXP default one), boss defeat animation is different from normal enemy defeat animation. It may include longer duration, different SE, and so on.
I have defined which monsters should be the boss, so the next part is to script different defeat animation. It may be the same for all bosses, although you may expand it so each boss has its own defeat animation. I find that collapse method of RPG::Sprite handles the defeat animation, but I don't know how to edit it. I know how to change the SE for boss defeat, though.
Can anyone help for this part? Credited, of course.
That's all for now, thank you for reading this long thread. Hopefully there is someone who is willing to do this. More ideas and comments should be replied as you wish.