Multiple body targets

Shiroi Akuma

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I would like to see a multiple body targets plugin, where you can attack different body parts in boss battles. It would be rather cool, if the body part which is target would be highlighted, too. I knew there where such scripts for VX Ace. Another solution would be to create enemies with no graphic and place them in the proper solution, however then you wouldn't see the body part highlighted. 

To support also such plugins like animated battlers it would be good, if we can declare the highlighted part in another graphic. If the enemy battlers are animated then we would need the same animated graphic for the highlighted parts and we would just need to erase these parts which shouldn't be shown as highlighted. That's just an idea, I think such a plugin would be rather cool. 
 

gokuby

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Just cut the enemie into pieces and send them as multiple enemies into the battle ;D

it will look rather odd, cause without proper editing, there will be clean cuts, but a plugin won't be able to do that either(I guess...)
 

Tsukihime

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I can write a plugin for this.


My idea would involve creating extra enemies for each part.


And if you have battlers whose individual parts can be removed when they are defeated, you would still need to cut your enemy up into different parts.


The entire enemy would be highlighted when you select an individual part, but individual parts that need to be let go will need to be created separately.
 
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metalgearmaycry

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Not that I can code this, but I'd be interested to see how it's implemented.
 

burntable

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Any news on this one? I'd be interested aswell.

Currently I'm trying to mess with multiple invisible parts/enemies but ran into several problems.
 

DoubleX

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http://forums.rpgmakerweb.com/index.php?/topic/53576-doublex-rmmv-linked-battlers/#entry528780

That guy created a script like this, but I wouldn't have the slightest clue how to use it :p
Haha :D me neither.

That plugin sounded like it was exactly what I was looking for. Damn.

At least, I'm not the only one with no clue how to use it :D
That's definitely 100% my fault. I'll try to explain that plugin more clearly:

Let's say there are some battlers having the same mhp/mmp/max tp, and you want them to always have the same hp/mp/tp as well.

With this plugin, you can use this notetag:

<linked battlers: LBC1, LBS1, LBW1>

Where LBC1, LBS1 and LBW1 are:

LBC1: function(battler) { return true; },

LBS1: function() { return ["hp", "mp", "tp"]; },

LBW1: function(battler) { return 1; },

Now for all battlers having states with the above notetag, whenever any of their hp/mp/tp changes, the change will always be equally distributed to all those battlers, because:

1. LBC1 always returns true

2. LBS1 includes hp/mp/tp

3. All battlers have the same weight, 1, in LBW1

That plugin actually has many more different applications, like:

1. Linking hp/mp/tp/etc from actors to enemies(so some damages/healings will be returned to the opponents)

2. Asking some battlers to take the damages/healings that would be taken by some others

3. Completely nullifying the damages/healings

4. Simultaneously healing some linked battlers while damaging some others

P.S.: Right now that plugin doesn't support linked animations, it just lets you make some resources(hp/mp/tp/etc) linked by multiple battlers :)
 
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