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Question about attacks...

In my game I'm going to have bosses where they'll have at least one (some of the harder ones may have more) big attack. How do you make it where the boss "charges up" before attacking, like on turn 1 they charge up for their attack...warning the player to prepare to defend against. Then on turn 2 the enemy is forced to use their big attack...(MP costs would be taken care of during the charged phase)

Also another type is where the boss would "power down" one of the characters, causing them to lose the ability to do anything (you cannot even switch them out if you have a party changing script)...then the next turn the enemy is forced to use that attack at the same character. I don't know if this uses scripts or not...I figured this could be done with common events or something.

Off-topic: Without making the battler looking stupid, how do you make it glow or something when its charged up?
Thanks guys.
 
My best guess would be to actually create a move in the editor in which the boss "charges" up (you can add flash animations there), then create another move in which he unleashes a large amount of damage.

I'm not sure if this would work, but to link them together, you could try to turn on a switch (when the charge move is randomly picked) that, when turned on, automatically executes the charged-up hit.

I'm just wildy speculating here.  I haven't actually tried it.  I'll try to mess with it later.
 
It's pretty simple, actually. 

First, create a "Powering Up" skill, perhaps one that enhances the user, perhaps one that does nothing but create pretty graphics.  (Also create a "Super Nuke Move" skill, of course.)

Now, go to that boss in the "Enemy" tab.  You set the "Power Up" skill to go off on turn one, plus, say, every four turns, and the "Annihilate Party" skill to go off on turn two, etc., etc.  Set the probability of these two actions to 10.  Kinda like this:

http://i234.photobucket.com/albums/ee10 ... enshot.png[/img]

And that's all you have to do, at least for this one.  You don't even need events-- just settings in the Enemy tab.

The second one, however, might need to use Common Events with the Force Action tag.
 
Thanks, and as for when to use this attack I can change it to go off randomly when the boss's HP is low right? (It doesn't have to be turn 1 + every 5 turns or whatever, just checking...lol)

EDIT: Cool lookin dragon by the way...is that your game?
 
BellGoRiiing":i09a0rt7 said:
Thanks, and as for when to use this attack I can change it to go off randomly when the boss's HP is low right? (It doesn't have to be turn 1 + every 5 turns or whatever, just checking...lol)

EDIT: Cool lookin dragon by the way...is that your game?

Yeah, you can set it to also trigger when the boss's HP are 25%, or whatever.

Uh, thanks.  Yeah, that is my game.  It's done, but it's only about three hours long.  Think I should post it...?
 
If you want your boss to charge up by using a skill before it can use a big special i think I may know how.

>1st create two common events the for simplicities sake I'll call the 1st Charge_On and the 2nd Charge_Off.
>Have the event Charge_On turn on a switch called something like Charge_Atk and
>have the event Charge_Off turn off the same switch

>Then create the skill you want the boss to use to charge up. Set its common event to Charge_On.
>Then go to the special skill the boss is going to use and set its common event to Charge_Off

>Next make sure you've added your skills to the enemies action list
>but set the condition for the special move to switch: charge is ON
and set its rating to the max, this should make it so he shouldn't use another move
if he does you can try lowering the rating for the other movers

So now when it uses charge it should turn on the switch which should make it use its special the next turn, and its special should turn off the switch that lets it you the move.


For the charge affect, not really sure how to make him glow but you could make a charging state and set its animation to what ever you wanted for a charging effect. Then you'd just have to set it to your skill.

As for the power down, the best thing i can think of is having the special move add a stun state. Though that probably would still allow a party subbing script to take a character out of battle. Haven't really figured out a good way to get to do the enemy to re-attack either.
 

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