Hello everyone. Ive recently started playing rpgm3. Ive had expierence with these rpg makers before but the thing thats all ways given me trouble and still does is boss battles. Ok what im looking to do is, set up and event were u say in a castle and u reach the end and find the bad dude. You have a small conversation and then go into a battle.. up to there im fine. After defeating him i want there to be some more dialog to help progress the story for the game, and also i want the villian character to vanish from the map with out looping it, basicaly so its a one time fight instead killing him and i can go back and do it all over again. any help will be greatly appreciated.
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stormblastTags: None
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Re: Boss battles?
I am a little confused on the last bit but I will take a crack at it.
There are a few ways this can be approached, and I don't know how you did began it.
1. Make the event battle not end the game. Next make a battle result branch and put in a story teller or dispay messages. Finally hit display off for that character. If however you doing this through an auto-run event you'll need to display off the character then the auto event at the end and not just the character. If you want to be able to go back and kill the the villian again after you have left the area then create an auto event right outside the area(loading zone) that goes like this. display on auto-event, display on character, then display off itself. Now the auto event in the castle will need
to display on the auto event in the outside area before it turns itself off as well.
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Re: Boss battles?
I always wondered that myself, you could get around it to by making the character warp to a far local so they couldn't get back, or it would be too much trouble, or maybe similar to some other games, the boss wouldn't drop anything but story needed items, no exp or items, so theres no incentive to fight again, and have the character thats still there cough and hack when you talk to him to explain why hes still there.
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stormblast
Re: Boss battles?
ok, yea sorry was kinda in hurry when righting that, ill see if i can clarify that better. ok ill give wats goin on in my game might help.. ok my game starts off in a castle and like there 3 floors on 3rd floor is boss.. main villian but u kill him and then a narration starts telling the tale of the hero after that event like couple years later.. later in the game the guy u kill in the beginning is the main boss at the end but strong n blah blah.. that like the story like part..... ok wat i want to do is when u reach him on the 3rd floor i want him standing there n then on a set spot(touch event) i want a character conversation between the 2 to start, then after that a battle.. after winning the battle i want another character to character dialoge.. after that i want the event to end.. the npc character to disappear completely and not repeat... after that the hero is to leave the castle and thus begins the tale.. hopefully this helps more.
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Re: Boss battles?
I think I see what you're trying to do... if so, this might help... if not, sorry!
You're pretty limited as far as characters to use to be displayed in the dungeon, but what you would do is diplay the character, and have the event be touch activated. On activation, either call a storyteller or use display message commands to have the conversation. Then call a battle against a monster (or character.) After the battle is completed, either use display message commands or call a storyteller for the rest of the conversation. Then have a mode 2 where the character isn't displayed, and set the event to mode 2. If you need another event later to trigger off of this, have the event set a shared variable to 1. Have the other event check for this variable to be set to 1 to activate.
I did this the cheap way. I just made sure there's a treasure chest with something you're looking for. I then had the event activate upon you getting this item, then I have a storyteller where the enemy appears, the battle, then a second storyteller as the follow-up.
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