Chronoengine ABS mode, Boss HP

Veggiebad

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I need help making my boss HP display on screen and I dunnow how to use it. I see the plugin command,
boss_set_event_battler_id
, but I don't know what it does. No matter how hard I try, I can't get the boss HP to display. Can anyone give me assistance?

EDIT: Here is the plugin I'm talking about
https://atelierrgss.wordpress.com/rmv-chrono-engine/
 
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are you working from the demo project? Mog's stuff is complex enough you often need a working example to make any headway

I believe the enemy profile in the database also has to have "Boss HP" in the comments, and you probably want "Hide HP" too.


I think the number next to the "boss_set_event_battler_id" in the example is vestigal? IT doesn't seem to do anything in the code

Code:
       if (command === "boss_set_event_battler_id")  {
           for (var i = 0; i < $gameMap.allEnemiesOnMap().length; i++) {
               var ev = $gameMap.allEnemiesOnMap()[i];
               var battler = ev.battler();
               if (battler._bosshp_meter) {
                   $gameSystem._chronoBossEnemy = battler;
                   $gameTemp._battler_bhp_refresh = true;
                   if (Imported.MOG_ChronoEngine) {
                      $gameTemp._forceCreateBossHud = true;
                   };
                   break;
               };
           };      
       };
 
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Veggiebad

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are you working from the demo project? Mog's stuff is complex enough you often need a working example to make any headway

I believe the enemy profile in the database also has to have "Boss HP" in the comments, and you probably want "Hide HP" too.


I think the number next to the "boss_set_event_battler_id" in the example is vestigal? IT doesn't seem to do anything in the code

Code:
       if (command === "boss_set_event_battler_id")  {
           for (var i = 0; i < $gameMap.allEnemiesOnMap().length; i++) {
               var ev = $gameMap.allEnemiesOnMap()[i];
               var battler = ev.battler();
               if (battler._bosshp_meter) {
                   $gameSystem._chronoBossEnemy = battler;
                   $gameTemp._battler_bhp_refresh = true;
                   if (Imported.MOG_ChronoEngine) {
                      $gameTemp._forceCreateBossHud = true;
                   };
                   break;
               };
           };     
       };
Oh, do I have to add in another line of code within Mog's Chrono engine plugin script?

I have built my game upon Mog's demo and I have applied "boss HP" with "Hide HP". Dunnow if it's case or space sensitive, but I even made a copy of the original demo and literally copied from there to my game and it still doesn't work.

I even tried resetting my entire save and sped through the game to reach the second boss, but it didn't work.

I plan on making multiple bosses and from what I've gathered, once I beat a boss in the example, it reverts back to the title screen. So I don't know what's going on with that.

the "boss_set_event_battler_id : x" command seems to have done something, since once I removed it, the boss health bar disappeared. It is based upon the ABS system since chrono engine does not have that command. I don't know if I have to declare that command once, or every boss but I cannot see it on the second boss. Only the first.
 

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The code was just for the plugin (the bit where it parses the command). It looks like the argument in the command doesn't do anything (dunno why mog included a number in the example project when he calls it).


I plan on making multiple bosses and from what I've gathered, once I beat a boss in the example, it reverts back to the title screen. So I don't know what's going on with that.
That's due to an event switch defined in the demo. For instance, the angel boss has
Code:
Dead Switch Id : 74
, and the boss map for the angel has this page on the event handling the boss fight.



I don't know if I have to declare that command once, or every boss but I cannot see it on the second boss. Only the first.
you have to activate boss hp for the boss each time.
 

Veggiebad

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The code was just for the plugin (the bit where it parses the command). It looks like the argument in the command doesn't do anything (dunno why mog included a number in the example project when he calls it).




That's due to an event switch defined in the demo. For instance, the angel boss has
Code:
Dead Switch Id : 74
, and the boss map for the angel has this page on the event handling the boss fight.




you have to activate boss hp for the boss each time.
Really? Do I also have to input the same command again as well? I am meaning the same "Plugin Command : boss_set_event_battler_id" for each boss. I removed the number for each command and it does seem to work fine. So I know the number is unneeded. Now I need to know if I need to input the same command, or I should get rid of it for the second boss.
 

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Maybe I'm confused about what you want - are you trying to have two bosses with boss healthbars onscreen at once, or are you having a boss -> kill it, other stuff happens -> new boss type situation?
 

Veggiebad

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Maybe I'm confused about what you want - are you trying to have two bosses with boss healthbars onscreen at once, or are you having a boss -> kill it, other stuff happens -> new boss type situation?
Yeah, it is basically Dungeon>boss>dungeon>boss
 

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Then yeah, you have to call the command for each boss - you can see in the example how mog times it so the boss hp bar shows up at a dramatically appropriate moment.
 

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Then yeah, you have to call the command for each boss - you can see in the example how mog times it so the boss hp bar shows up at a dramatically appropriate moment.
I tried it over and over, even restarting the entire game in order to achieve this and I have got nothing. The first boss's HP appears no problem, but the second boss cannot for some strange reason. Even if I copy the exact same command from one boss to another, the second boss's HP still won't show. Here are some screenshots:
 

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how is the event for your boss monster set up? Is the "Comment: enemy_id : MONSTER_NUMBER" set on the first page?

The code only detects things that are currently set to exist as enemies, so if you define the enemy_id within a later page (like with a variable or self switch), if the boss isn't in that state when the code to create the boss health bar runs, it won't see the boss and won't do anything.
 

Veggiebad

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how is the event for your boss monster set up? Is the "Comment: enemy_id : MONSTER_NUMBER" set on the first page?

The code only detects things that are currently set to exist as enemies.
Yup, the boss works properly and uses the same attributes as the enemies list. I even copied from the first boss. It's just the health bar not appearing.

Also, when I use the regular health bars, that would work here.
 

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Can you show me screenshots of your boss events and their pages in the database?
 

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Can you show me screenshots of your boss events and their pages in the database?
I apologize for the delay. I have a lot of projects at hand. Give me a moment and I will show you all of my screenshots.
 

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In the Error 2-2 event, Move the 'boss_set_event_battler_id' comand below the 'control switch 072 boss-2 start on'
 

Veggiebad

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In the Error 2-2 event, Move the 'boss_set_event_battler_id' comand below the 'control switch 072 boss-2 start on'
I have done that and the second boss's health still hasn't appeared.
 

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okay, try putting an page with ONLY the enemy id for your second boss as the first page in it. I still think the crucial issue is that it isn't detecting that the enemy exists
 

Veggiebad

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okay, try putting an page with ONLY the enemy id for your second boss as the first page in it. I still think the crucial issue is that it isn't detecting that the enemy exists
It actually recognizes the second boss as an enemy, because when I put up the regular health bars, it had the same name inputted from the enemy page. Also, do you mean I just delete the autorun event and just put the boss as the only event?
 

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nah, I'm saying go into the boss creature, and for the first page, put in a blank page with
comment: enemy id : 10
that doesn't have a sprite, and doesn't require any switches or variables or anything to activate
 

Veggiebad

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nah, I'm saying go into the boss creature, and for the first page, put in a blank page with
comment: enemy id : 10
that doesn't have a sprite, and doesn't require any switches or variables or anything to activate

Fixed! I guess that was the problem, where the command had no idea what to identify when it comes to the boss's health. I will do the same with other bosses.
 

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