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Tutorial - 'Showing Enemy Attacks' by FQGamer

An item about RPGMaker 2000 posted on

Blurb

FQGamer tells us how to spruce RPGMaker 2000's default battle system!

Body

Let's face it, the DBS is getting quite boring and repetitive. There are many ways of improving it, for those that don't have the time or tolerance to do a CBS. Now many have made games that show hero attacks, which is good and easy. Though I have never seen any games that show enemy attacks. Well now you can do one yourself. Here's How.



1: You must know how to use switches, variables, and fork conditions.



2. First go to common events. Make a common event called Check HP and make it parellel. Now to code just set do this

VariableCh:[####(Hero Hp]set, (Hero)HP

Repeat code for every character in your game.



3. Now make another common event.We are going to make it so the game can tell who is alive, and who is in your party. You find out why later.

Now click on a common event space. First make it Parellel and name it something like Who's here and ready or something like that. Now in the event space, put in the following code.

/Forkoption:(Hero)in party

Forkoption:Varbl:[#### (Hero HP)]-0

above.

ChangeSwitch:[####(hero's alive)]-on.



Repeat the code for all the other characters in your game, making sure you have a different variable and switch for each character.



4. Now on to coding monsters. Now, if you plan on having multiple of the same monsters in your monster parties, i suggest you make multiple enemy's of the same kind. This is so the attacks look right.

Now then, say we have a monster, delete all of its commands because now we're gonna make switch activated commands.

Make a monster command like this, this is what it looks like.



Nothing Switch[####(Hero's alive]-on



To do this, edit commands, have it only possible when swith [####(Hero's alive] is on.

Then have it turn a switch called [ (monstername)-attack hero] on, and make the priority whatever you want. And have subject behavior say nothing.

Now repeat for other characters.

Now if you have multiples of the same monster, here is what you do, you make the coding the same, just have it activate different switches like [####attack hero2] and so on.



5.Now the monster parties. Yes, this is the major coding part.



On a monster party we are going to have battle events. Here is an example of a monster attacking hero page. This can be changed and altered to whatever way you want, this is what I did.

First, the event is activated by two switches.

Switch[#### monster attack hero]-on; Switch [(Hero's Alive)]-on.



Now the code: (Have fun)



Varible Ch:[####:enemyattack] Set, 1:(Monster) attack

Varible Ch:[####:Hero defence] Set, (Hero) Defence.

Varible Ch:[####:(Hero)'s HP] Set, (Hero's HP)

Show battle animation: (Whatever you want it to look like.)

Varible Ch:[####:enemyattack] - Varbl:#### Hero defence.

Varible CH:[####: Modify] set Randm[-5 - 5]

Varible Ch:[####: enemyattack] +, var[####:Modify]val.

FORK Option:Varb:[####enemyattack] -1less

Varible Ch:[####:enemyattack] Set, 1



End Case

:Messg: (Hero's Name) lost \V[enemyattackvariable#]

Change HP: (Hero)'s HP Var[#### enemyattack] decr.

Varible Ch: [#### (Hero)'s HP] set, (Hero's HP)

FORK Optn:Varb[#### (Hero)'s HP] -1less than.

Change Switch: [#### (Hero)'s alive]-off Set.



End Case

Change Switch: [####: attack (hero)]-off



Now do each pages similar to this for each hero, each kind of attack, and each monster, changing cetain switches and variables to comply. Complicated? yes....but easy once you get the hang of it. And makes your game cooler. Definetely did for mine.

And for extra help, go to http://fqgamer.tripod.com to dowload my game, which has this feature which you can look off of. Just give me a little CREDIT in your game if you use this.