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Author Topic: DB's CBS  (Read 17750 times)

Offline DragonBlaze

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« Reply #90 on: September 01, 2006, 02:17:59 AM »
Yeah, like meis said, that stuff is supported.

First off, for multistage enemies. Like the dbs, you can add events (on the maps) and add your own coding, a lot of the triggers are just like the dbs triggers like how many turns have passed, and all that stuff. Basically, you'd make an event, set it to trigger when the enemy is dead, when he is dead, you switch the enemy variable to the new enemy, then call the [enemy stat set] common event. You could just change the picture/animation once the hp gets down to a certain percentage, but the stats and moves would be the same.

I haven't really thought of the outer shell thing, umm, I could add something where an enemy isn't targetable. Then you'd have to make an event on the map and set its trigger for if the shell is dead, the enemy becomes targetable again.
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Offline InsaneJP

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« Reply #91 on: September 01, 2006, 04:14:00 AM »
Hey DB im workin on some more monster animations for ya im tryin to get varations like birds and ogres and w/e else im gunna try to make different sized ones too
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Offline DragonBlaze

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« Reply #92 on: September 01, 2006, 01:55:10 PM »
Quote
Originally posted by InsaneJP
Hey DB im workin on some more monster animations for ya im tryin to get varations like birds and ogres and w/e else im gunna try to make different sized ones too


Sweet, thanks :)
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Offline Kardin

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« Reply #93 on: November 14, 2006, 10:26:50 PM »
I have a fast computer, but with your permission, I would love to test this for bugs and such.
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Offline Ace of Spades

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« Reply #94 on: November 14, 2006, 10:39:52 PM »
This topic's over 2 months old, please check the dates before posting.
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Offline DragonBlaze

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« Reply #95 on: November 15, 2006, 03:57:15 AM »
^
What he said.


Anywayz, I don't have anything that needs testing at the moment. When I do need something else tested, I'll make a new topic or something.
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