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> Keeping track of damage dealt, Help for a boss battle
Orias Obderhode
post Oct 10 2012, 10:04 AM
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Level 8
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Group: Revolutionary
Posts: 128
Type: Developer
RM Skill: Intermediate




I have a boss in mind for my game that readies an ultimate move that can only be stopped if you manage to deal a certain number of damage to him during his preparation phase. The boss will attempt to use the move several times during the course of the battle.

So the attack pattern will work like this:
"Boss readies X move" (turn 1) - this is your que to attack.
"Boss is still charging up." (turn 2) - if 200 damage is not dealt, proceed to turn 3.
"Boss uses ultimate move - which paralyzes all foes with 100% accuracy and damages you." (turn 3)

The boss won't be too terribly difficult unless you can't manage to deal the right amount of damage or fail to notice that he is charging up.

Is there a way to do this? I'm thinking that somehow you can do it with variables, but I'm just not sure how.

Any help would be greatly appreciated! smile.gif


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Shaddow
post Oct 10 2012, 11:22 AM
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Well I gave this a whirl, it works with the normal combat system, but I'm not sure how well it will work with yours, being as unique as it is. Anyways you will need to make three variables and use two switches for this...rather messy, but I could not find a simple work-around. The first thing you'll want to do, as I'm sure you know, is make sure that the skill calls a common event, have that event turn on a switch. Now, after that, you will want to set up your troop of that monster with these details on the first page.



I know it looks odd, but basically what this does is have the variables be triggered to start the count down and comparison.

Next you will want to make the second page to look like this.



This will check each round to see if the hp is 300 less than before, and if not it will start counting. Once it reaches 3 it will attack, otherwise it fizzles. Does this make sense? If it doesn't work or you have questions, let me know and I'll be glad to run by it again.

Also the only thing you are missing from that second screen shot is where it says Branch End again.

One other thing I noted, is that you don't really have a way to keep the monster from restarting everything by using the skill again, so if I were you, I'd only have the skill be used by an in battle event call, it makes more events but gives you more finite control of it. Also if you choose to do that, you won't need the actual skill or the common event, as you can just set the switch when he 'starts' the attack. Does that make sense? If not I can post a screen shot of what I mean.

Edit: Took another look at this, and it gives a free round before the count down actually begins for the player to deal free damage, you may account for that with the damage amount or by dropping the number of turns in the variable down by 1, and have it say it's first message when it starts the variables.


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Orias Obderhode
post Oct 10 2012, 06:53 PM
Post #3


Level 8
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Posts: 128
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RM Skill: Intermediate




I'm probably missing something really obvious, but I can't seem to get it to work. I'll show some screenshots of how mine is setup. Everything is done on the "Troops" page for the boss, Necrov.


This one turns on all the variables and switches and alerts the player that he is readying their attack. I didn't know what "Damage Control" was for, but I used it to make it where on the next turn Necrov doesn't attack, since he is technically "charging." This part seems to work as intended.


I think this is setup right, but I've never been able to interrupt and I made sure I did well over 200 damage.


This one just turns off Thunder Roar so the process can repeat on the next time he charges up.


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Shaddow
post Oct 10 2012, 07:17 PM
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Turn off the turn condition on the second page, that means it will only trigger on the third turn, so you never get the chance to interrupt. If you replace that trigger with the second switch, that why it was turned on. So it checks every turn to see if you have done enough damage, if not it counts up the third variable, which when reaches 3, attacks and does whatever you want it to do.

I hope that makes sense.


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amerk
post Oct 11 2012, 06:10 AM
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This is, unfortunately, one of the many drawbacks of RM. The product does well in a lot of areas, but it's so tedious and messy to code unique boss fights beyond the basic hack and slash. Eventing boss patterns should be a lot simpler. For that matter, enemy events and troop events should be as simple as coding normal events.

This is a pretty nice idea, Orias, and you seem to put a lot of thought into your games, so hopefully this works out for you.


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Orias Obderhode
post Oct 11 2012, 01:53 PM
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RM Skill: Intermediate




Problem solved! I did some playing around and figured out that the variable never changed when I damaged him. So in order for it to know that "damage dealt" was lower than "damage dealt 2", I had to do a control variable: damage dealt = [Necrov's HP] on the same battle event page as the conditional statement.

It works perfectly now. Thanks for the help! smile.gif


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Shaddow
post Oct 11 2012, 02:16 PM
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Glad to be of assistance, and glad it worked out for you!


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