Charas-Project

Game Creation => Requests => Topic started by: daoman89 on January 27, 2013, 04:02:37 AM

Title: Monster HP Problem
Post by: daoman89 on January 27, 2013, 04:02:37 AM
For RM2K3, The maximum HP for a monster can be 99,999.  I know you can just add more of it by making it a battle event, but is there a better way to do it?  Plus idk if when a monster reaches 0 HP, it will die instead of recover for "more HP".
Title: Re: Monster HP Problem
Post by: daoman89 on January 27, 2013, 04:07:33 AM
Hmm... So I made a variable for the start of battle and put in 75,000.  So the original 75,000 would be doubled to 150,000.  So during turn 0, that number is placed in the variable, then right after is added to the monster's current HP.  So will this technically work and make its HP 150,000??
Title: Re: Monster HP Problem
Post by: drenrin2120 on January 27, 2013, 04:13:10 AM
Nope, it will round to 99999. Best way to get around this, make a condition that will add 75000 when monster hpp below 25000. Control it with a switch and set default max hp to 99999.
Title: Re: Monster HP Problem
Post by: daoman89 on January 27, 2013, 04:14:41 AM
Yeah I tried it and it didn't work.  Wish it didn't display the recovery haha.
Title: Re: Monster HP Problem
Post by: drenrin2120 on January 27, 2013, 05:06:23 AM
Hmmm... you could try to transform to the same or similar monster. Pretty sure theres no animation
Title: Re: Monster HP Problem
Post by: daoman89 on January 27, 2013, 05:08:51 AM
Oh no, yours worked.  Mine didn't is what I meant lol.
Title: Re: Monster HP Problem
Post by: daoman89 on January 27, 2013, 05:19:52 AM
I have a 4 part final boss thing going on. 

First One:  Enemy 01 has 160,000 HP and Enemy 02 (who is summoned into the fight) has only 35,000

Second One:  Enemy 01 has 190,000 HP

Third One:  Enemy 01 has 230,000 HP; Enemy 02 has 80,000; Enemy 03 has 65,000 (All out at the same time.)

Fourth and Final:  Enemy 01 has 350,000 HP (has 4 battle phases).

Between 1 and 2 you can reequip/heal and the same with 3 and 4.  battles 2 and 3 are back to back.

So yeah, it's gonna be extremely hard.
Title: Re: Monster HP Problem
Post by: Prpl_Mage on January 27, 2013, 07:25:06 AM
Y'know, you could just up the guys defense and give him less hp?
Title: Re: Monster HP Problem
Post by: drenrin2120 on January 27, 2013, 11:16:14 AM
That's a shitload of hp for a game with max damage 9999, even for a final boss. Better be able to keep the player on their toes for a half an hour to keep it interesting.
Title: Re: Monster HP Problem
Post by: Meiscool on January 27, 2013, 05:14:39 PM
Yeah, long boss fight =/= hard if that is what you are going for.

If you want hard, you need to give the battle pressure. Make it to where the boss automatically does an attack every X turns that is high damage/kills one person, give it plenty of hp-lowering status effects, make it heal x amount every turn so the player always has to stay on the offense, etc.

Battles of attrition are hardly difficult or enjoyable, just saying. Battles against the clock however are almost always a rush in one way or another.
Title: Re: Monster HP Problem
Post by: daoman89 on January 27, 2013, 05:27:37 PM
Ohhh you guys don't know how my mind works lol.  But if 350000 is too much HP I'll bring it down.  I usually add high defense so you can cut it in half with a skill.  There's also status ailment combinations, MP destruction, defense shattering, zero speed, etc and usually a boss has some type of pattern for the most part.  An example will be this speed boss.  Starts out average speed, but if you hit it with its weakness, it will increase its speed.  Sometime during the battle though, it will use haste which is very bad for you.  I may even have the boss use a skill that casts haste, blink and reflect (the heroes can't use reflect fyi). The only way to get rid of that would be the item "Shatter Bomb" which rids all enhancements except in some cases.  If you want, I could record a boss fight.