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Tutorial - 'Doom Gaze Tutorial' by Custommagnum

An item about RPGMaker 2000 posted on

Blurb

Remember Doom Gaze from Final Fantasy 6 (I don't)? Well, if you do (or don't), and you want to implement one for your game, be sure to check out this tutorial.

Body

Doom Gaze tutorial
By Custommagnum
Note that the sample code is used from RM2k3.

If you clicked on this link, then chances are that you want to make a monster like Doom Gaze from Final Fantasy 6 in your RM2k/3 game. In order to understand this tutorial you'll need to know how to use:

Variables
Fork Conditions/Conditional Branchs
Enemy Encounter

In addition, you can't have a Final Fantasy 10 style airship, unless you modify this not to use the airship. It will be assumed that you are using the default airship.


On your world map, create a new event, set it below the hero, and make it's starting condition Parallel Process. Before you do anything here, create 5 new variables and 4 switches:

V[0001:Airship X]
V[0002:Airship Y]
V[0003:Monster X]
V[0004:Monster Y]
V[0005:Doom Gaze HP]
S[0001:Riding airship]
S[0002:Doom Gaze Dead]
S[0003:Doom Gaze Ran]
S[0004:Doom gaze run skill]

In your event, make a conditional branch, with an else case. Set it to go off if the player is riding the airship. Set the switch to ON, while in the else case, set the swicth to off.
The code should look like this:

<>Branch if Airship Vehicle
<>Switch Operations: [0001: riding airship] ON
<>
:Else Handler
<>Switch Operation: [0001: riding airship] OFF
<>

This makes it so that the game knows if you are riding the airship. This will let us know not to randomize the location of the boss. Now make another event with the same layer and trigger.


In your new event, Set the Airship X and Y variables to the hero X and Y coordinate, respecticatly. Make a conditional branch. Set it to go off if the riding airship switch is off. In the conditional branch,set it so that the Monster X and Monster Y variables are randomized. For the X, make it between 0 and the number of the right most square on your map. For the Y, make it between 0 and the number of the lowest square on your map. This will make the Doom Gaze move to different locations on the map. Below that make a conditional branch with the trigger riding the airship. Use more conditional branches to see if the player is on the same square as the monster. Then start the fight with a victory and escape case. It the victory case, make a conditional branch with an else case, with the condition that the switch Doom Gaze Ran is ON. Then make the Monster X and Y variables randomize once again. In the else case turn on the Doom Gaze dead switch.Reapeat for the escape case. Then turn off the switch. The Code should look like this: *Note* The map size is the smallest one possible, ajust accordintly.

<>Variable Oper: [0001:Airship X]Set, Hero X Coord.
<>Variable Oper: [0002:Airship Y]Set, Hero Y Coord.
<>Branch if Switch [0001: riding airship] is off
<>Variable Oper: [0003: Monster X] Set, Rnd[0-19]
<>Variable Oper: [0004: Monster Y] Set, Rnd[0-14]
<>
:End
<>Branch if Airship Vehicle
<>Branch if Var [0001: Airship X] is V[0003]Equal
<>Branch if Var [0002: Airship Y] is V[0004]Equal
<>Enemy Encounter: Doom Gaze
:Victory Handle
<>Branch if Switch [0003: Doom Gaze Ran] is ON
<>Variable Oper: [0003: Monster X] Set, Rnd[0-19]
<>Variable Oper: [0004: Monster Y] Set, Rnd[0-14]
<>
:Else Handler
<>Switch Operation: [0002: Doom Gaze Dead] ON
<>
:Escape Handler
<>Variable Oper: [0003: Monster X] Set, Rnd[0-19]
<>Variable Oper: [0004: Monster Y] Set, Rnd[0-14]
<>
:End
<>
:End
<>
:End
<>
:End
<>

Now create a new page, and make it so that it only runs if the switch Doom Gaze Dead is on. This stops Doom Gaze from coming back to life after you kill him.

Now go into the Database and make a switch skill called escape. Make it use the fourth switch that we made. Now go make your Doom Gaze monster. Tweak it how you like, but make sure it has the escape skill set for after a certain number of turns. After that put it in a monster group. Now in the monster groups first event, set it to Turns Elasped[0]. In the event, make a conditional branch with the trigger Doom Gaze HP is 0. Have it set the variable to Doom Gaze's HP. After the conditional branch, Remove all of the monsters Hp and then raise it by the variable with it's current HP. Make sure the HP reduction can kill target box is UNCHECKED! The code should look like this:

<>Branch if Var [0005: Doom Gaze HP] is 0
<>Change Monster HP: 1:Doom Gaze's HP 100% remove
<>Change Monster HP: 1:Doom Gaze's HP V[0005] Recovered
<>
:End
<>

Now make a new battle event page. Set it's trigger to Doom Gaze run skill is ON. In the battle event, set the Doom Gaze HP variable to Doom Gaze's current HP. The make the monster force flee. Here's the code:

<>Variable Oper: [0005: Doom Gaze HP] Set, 1: Doom Gaze HP
<>Force Flee: All Enemies

And that should be all, we have the randomizing aspects done, alonge with the end of the battle itself.

If you want to tweak this a bit, you can make only a few places of the monster to appear, making a Final Fantasy 7 style Ultima Weapon boss.