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Resurrecting Defeated Monsters

Hopefully there is a simple way of doing this, although I have been trying without success.

In a battle, when a monster dies, it stays dead. Even if you use an event command or have the monster use a revive spell, the other monsters cannot come back. I have been trying to think of a way around this.

In some games (looking at Chrono Trigger and the Giga Gaia / Last Boss battles) when a monster is killed, the main enemy that you are fighting will revive them. It is a feature that I want to incorporate into some boss fights on my project. I've just been unable to make it work short of creating a new enemy, hidden from view, and switching it in instead of the one that died. But there is a limit to how many times you can do that, which means that after a while, the boss cannot revive its defeated parts / minions.

Is there some way around this limitation? Perhaps a script code or a custom battle command, or something simpler like using a specific event command to bring the monster back?


I am using a custom battle system, but I'd like to see how you could do this on the default battle system. Odds are I can extend a solution to the TBS once I know what has to be done. Just need a few pointers in the right direction.
 

Sero

Member

I doubt this will work. And all you critics out there, I bet you all my money(1 cent) you will point out every single one of the 100 things wrong with this.
84164121.png
The boss however only resurrects certain allies. :angel:
Hi, you really break the threads formatting when you post really huge images like that. Put them in spoilers, okay? I did it for you, but just in the future kid :) -Surmuck
 
im thinking you could do some kind of if "monster 1" is dead force main boss to res monster 1 via condition monster 1's hp is 0% or below enemy appearance monster 1

or something along those lines...this is for XP right?
 
Yes, this is for XP.

Fortunately the battle system I'm using actually allows you to trigger switches on a monster's death, so that idea works really well.

Of course, instant revival is only one option going. I've also been looking at a time delay, like the last boss of Chrono Trigger. Just as easy to pull off, fortunately, I just trigger a conditional branch to take one away from a variable countdown, and when it hits zero, then it triggers the revival.

Revival itself is a snap - I never realized until Sero pointed it out that the actual revive spells would work (it didn't work on my custom battle system but it triggered me to think about how actors are revived in that system, and I've written a script command to resurrect the enemy events that works the same as a life spell)

It's choppy right now but the bones of the system all function. I can pretty it up later. Thanks for the advice guys, I knew I'd get a push in the correct direction if I got a different perspective on things.
 

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