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Simple way to show Damage outside of Battle

For this, you need to be proficient and know how to use-

-Status Effects
-Common Events
-Making an Animation

I know most people use large numbers for their HP and MP, and their overall character stats, so for something like this, you would probably want to create one set damage to use for all your obstacles. Like, in a cave, you could make stones that roll around, doing a set amount of damage.

Anyways

1] Create the Status Effects
--You want to create one Status effect for each seperate damage you want to have dealt. For example, if an obstacle will deal 50 damage, and thats the only time you'll deal damage to your hero outside of battle, create 1 Status Effect that is called '50' or something like that. Repeat for each different amount of damage you want to be able to be dealt. If your trying to use this for an ABS, your going to have to create MANY status effects, so try to use low numbers for your ABS, like having your Hero have 30 HP, and everything does like, single digit amounts of damage.

You may question if you need anything on the status effect, any effects. Well, you don't, so don't make any.

2] Create the Animation.
--Yeah, you have to create a battle animation to be shown on your character. Heres the one I'm using.

http://i72.photobucket.com/albums/i173/ ... mation.jpg[/img]

As you see, its completely home made. All I did was choose a text I liked, and type up the numbers on Paint. Its purely on paint. Nothing special. Of couse, you should outline them a different color, like how I outlined them black. Its so that they can show, for example, in a snowy map, when my numbers are white. Completely homemade, really crappy, but usable. You don't need anything special; they're just numbers.

After that, use the numbers to create the number you want to use as a battle animation.

3] Create the Common Event.
I named mine 'Dmg', parallel process

This is for taking 1 damage.

<>Conditional Branch: Hero [1] status
----<>Change HP: Hero -1
----<>Show Battle Animation [M]: Player [1]
----<>Move Event: Player (Ignore Impossible Moves)
----:------------------: <>Move Backward
----<>Tint Screen: (Some nice shade of red), @2
----<>Wait 3 Frames
----<>Tint Screen: (0,0,0,0), @3
----<>Change Hero Status: Hero, - [1]
----<>End
<>End

You will need to repeat that for every amount of damage you want to be able to be dealt to your hero.




Now heres the easy part, that'll be so simple, its actually nice to be able to deal damage on screen, this easy using an event.

Maybe heres an example Event

Thorns: Hero Touch
<>Change Hero Status: Hero, + [1]




..Yeup, thats it! Now you can deal damage simply by making your hero simply have a status effect on him/her.


Its simple in my opinion, I hope it helps for you.
 
Its mostly for people that don't wanna use scripts.


I find it gets kinda weird, because scripts are hard to edit, for me, [no dur], and its kinda hard to get it to have new targets for effects, even if you just hafta call a script on that event.


Also, that link doesn't work. >_>"

The link that links me to the thread, which I wanna see, doesn't work, and I can't search the thread up.

Ah. W/e. Hahha.

At least, I can use as fancy numbers as I want.
 

Anonymous

Guest

You can change the font face, size, and add outline or shadow to damage text by editing the RPG::Sprite class.
 
Fine. Be quiet.

>__>"



Note: With this and another ABS based tutorial coming out that I wrote, if anyone is interested in me making a tutorial on my ABS created with 100% events, PM me :P
 

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