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Making a boss fight like...

Hi. I want to make a boss fight like the first boss in FF6, the snail guy who takes cover in his shell and releases lightning in an attack if he gets attacked while in his shell. I want to do something similar to this. For the first skill he uses, Iron Bark, I want the ent to say 'Groooo...' and for the second, Smash, a really strong attack. He says 'Graagh...' in one turn, in the turn afterwards he uses the attack.

Im using the sideview scripts by Kyloc and im having a bit of trouble making these skills, if anyone can help me out I would really appreciate it :)

RyanAllen
 
Not really a pro, but I think you can work it out with variables and common events.

You can make a variable on which everytime the monster uses one attack, it adds +1. Then, on that variable, if it's equal or higher then 1, he does whatever you want him to do.
The same goes for the other variable and other attack.

What RPG Maker are you using? If it is VX, this would work perfectly. I haven't used XP in alot of time, I don't remember well!
 
NunoAle":2xm5cnno said:
Not really a pro, but I think you can work it out with variables and common events.

You can make a variable on which everytime the monster uses one attack, it adds +1. Then, on that variable, if it's equal or higher then 1, he does whatever you want him to do.
The same goes for the other variable and other attack.

What RPG Maker are you using? If it is VX, this would work perfectly. I haven't used XP in alot of time, I don't remember well!

Cool, ill give this a try soon. Gots to eat mah kimchi ramen first though ^_^
 
If you're using Parallel Processing common events, they won't work in battle (at least not in XP).

Maybe try something like this?
~~~

Skill: Charge [triggers common event]
Code:
@>Show Text: Groooohh...
@>Control Variables: [Skill] += 1

Troops: Enemy Boss; Conditions [Turn 1X + 1], Span: Turn
Code:
@>Conditional Branch: Variable [Skill] >= 1
@>Show Text: Graaaaghh...
@>Force Action: Enemy Boss, Skill [Skill]
@>Control Variables: [Skill] = 0

Something like that. The terms may vary for VX.
 
Regi":3p2eavcd said:
If you're using Parallel Processing common events, they won't work in battle (at least not in XP).

Maybe try something like this?
~~~

Skill: Charge [triggers common event]
Code:
@>Show Text: Groooohh...
@>Control Variables: [Skill] += 1

Troops: Enemy Boss; Conditions [Turn 1X + 1], Span: Turn
Code:
@>Conditional Branch: Variable [Skill] >= 1
@>Show Text: Graaaaghh...
@>Force Action: Enemy Boss, Skill [Skill]
@>Control Variables: [Skill] = 0

Something like that. The terms may vary for VX.

It works, but when one character dies the boss bugs up and wont attack any more after trying to use smash again. Also when he has no hp left he doesnt die. :(
 
Both.

Like, I'm not really following what you actually want to do.

He has a skill on which he says Grooooh and atacks instantly or waits 1 turn?

And, is it the same for the next skill?
 
NunoAle":3kfrjdho said:
Both.

Like, I'm not really following what you actually want to do.

He has a skill on which he says Grooooh and atacks instantly or waits 1 turn?

And, is it the same for the next skill?

I more or less want him to 'charge' a skill, then use it the turn after. Ive used regi's method, but when a character die, the boss bugs and he wont attack or die.
 
Regi":1b185d25 said:
Hmm... that's odd, I don't see why that would happen.

Try making another event page with conditions "Boss HP 0% or less" and make it die manually?

I suppose that fixes one problem, but what about the other? The boss doesnt attack at all if a character dies.
 
That's got to be a bug... I don't see any logic in that happening. Unless the events are happening in a way that won't let you move... try putting some sort of loop in the event or something, or an end processing event, just so it stops everything.
 

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