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> [RM2k3] Animated Enemies
bulmabriefs144
post Oct 17 2012, 02:29 PM
Post #1


Something Other Than Level 16
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Group: Revolutionary
Posts: 627
Type: Developer
RM Skill: Advanced




So, I found this site that has things called plugins that can be patched to 2003. The problem was, I couldn't get the one for animating enemies to work.

So I found some other games that had the system done another way and tried this.

Now you can try this the right way, of the easy way. You need to remember three codes:

Turn x 1:

MonsterHp, Set Monster HP
(optional, set a random number variable, called Damage. You might also have more than one of these if you have him making multiple attacks)

Monster HP = 0-5%: (You need a blank extra enemy to work this, preferably a blank one)

Battle Event: Monster_death, Monster (Wait)
Change Condition - Death, Monster
Change Condition - Death, (to the dummy monster)

Attack1 is ON: (in the monster section, add either a No Action or a specific skill or attack. Very importantly, add the Action Turns Switch ON and do it for Attack1)

Change Condition - Death, Monster
Battle Event: Monster_attack1, Monster (Wait)
Change Condition - remove Death, Monster
Add Hp, var MonsterHp

(Remember I said there is an easy way and a hard way? The hard way is to add the random attack damage, plus a targetting code common event (Random Target 1-10 works fairly well) and use a No Action monster attack. The easy way, is just to use a skill. Why does it matter? The skill plays first, creating an awkward after-the-fact animation. You'll need to make another animation targetting the party. But if you need an elemental effect, or just don't care, then this is fine)

Attack 1 is OFF

----------------------

So that's the code part. The art part involves making a blank graphic (for the dummy), and making a template (like the one I attached), about 480 x 480. Get all graphics well-centered, remove the boxes and grids. Then just make the animations, probably even using some of your battle charsets. You can do this for larger enemies too, by animating parts of their bodies or doing stuff like surrounding them with some sort of aura.

------------------------
Finally got the animated enemy plugin here to work, using DynRPG. If you want this to function, you need EVERY enemy to have a folder made, that says MonsterName/1.png up to 6.png (first three are graphics for idle animation, 4 is death, and 5/6 are damage taking) or else it errors, and doesn't show graphics. I'm hoping to get an alt version that allows you to set which enemies can be animated, and which can't, but since I'm no coder this may be awhile, since I'd have to rely on others.

This post has been edited by bulmabriefs144: Oct 20 2012, 06:54 AM
Attached File(s)
Attached File  Anim_Template.png ( 5.06K ) Number of downloads: 9
 


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