Multiple Bosses in one battle

AxisofJustice21

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Hey guys! I'm pretty new to RPG Maker (about two weeks in) so I apologize in advance for the noobish commentary! I'm having a blast learning from all of you so far... but I had a few questions.

1) How can I implement multiple boss battles in one sequence of events? I have basically a boss battle that I want to implement five seperate bosses, each with their own seperate battle screen. So basically you kill Boss A and it goes to Boss B then Boss C after B is dead, etc... Does this have to be processed in the "Troops" tab? I tried it on the NPC event screen but it fades to the map and then goes right into the next battle.

2) Just thought of this, but how would I keep my boss music going during these transitions? With the way I have it now, it plays the map music until I go into my new battle sequence so it doesn't really transition smoothly.

3) Any good tutorials that can be recommended for setting up somewhat advanced boss battle stuff?

4) One more thing lol... a good tutorial for setting up the leveling system/mechanics of random battles/etc? I'm waiting until last to implement all of that and so far, that seems to be the most intimidating aspect to the experience thus far.

Thanks again in advance!
 

bgillisp

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I know there is an appear halfway command, though I think that only works for making a second boss appear. Since it will always make the same opponent appear too, I don't think that can be changed to allow for a 3rd or 4th or 5th.

I'd suggest what you tried with events. Have the battle process the first boss, then the 2nd, then the 3rd, and so on. To make the music flow smoothly, have you tried changing the map music to the boss music before the first boss? If the battle music and the map music are the same I think the transition would be smooth (If not, I think there might be a script you can find that will disable the battle music and play the map music instead. If you did that, you would just set the map music to your new boss music, then change it back after the fight is all over).

I don't know of anything for question 3 or 4 myself, sorry.
 
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AxisofJustice21

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I know there is an appear halfway command, though I think that only works for making a second boss appear. Since it will always make the same opponent appear too, I don't think that can be changed to allow for a 3rd or 4th or 5th.

I'd suggest what you tried with events. Have the battle process the first boss, then the 2nd, then the 3rd, and so on. To make the music flow smoothly, have you tried changing the map music to the boss music before the first boss? If the battle music and the map music are the same I think the transition would be smooth (If not, I think there might be a script you can find that will disable the battle music and play the map music instead. If you did that, you would just set the map music to your new boss music, then change it back after the fight is all over).

I don't know of anything for question 3 or 4 myself, sorry.
I appreciate the reply! I haven't thought of that. But I'd like to keep the map music seperate from the boss battle music. Is there a way to program that in my event box rather than through map properties? I just want to make sure I understand what you're saying.

Again I'm still pretty new to all of this stuff.
 

Kes

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As you say you are new to the engine, I think it might be better to hold back on number 3; get the fundamentals firmly under your belt before going on to advanced.

For number 4 h[SIZE=10.5pt]ere is a link to a very good introduction to the basics of how to do this.  [/SIZE][SIZE=10.5pt]http://forums.rpgmak...d-like +rodents[/SIZE]

[SIZE=10.5pt]Also have a look at [/SIZE][SIZE=10.5pt]http://forums.rpgmak...nts#entry138009[/SIZE] [SIZE=10.5pt]and this [/SIZE][SIZE=10.5pt]http://forums.rpgmak...ents#entry75376[/SIZE]

[SIZE=10.5pt]Getting more into specifics, there is[/SIZE] [SIZE=10.5pt]this spreadsheet [/SIZE][SIZE=10.5pt]which helps you to balance dynamically enemies against the party - change the player's stats and you can see instantly what that does to the enemy and vice versa. [/SIZE]

[SIZE=10.5pt]Between them they will give a very good grounding.  Then use battle test in the data base for each and every enemy troop that you create.[/SIZE]

[SIZE=10.5pt]Lots of play testing:[/SIZE]

[SIZE=10.5pt]Try to play through the area at the lowest, highest and the average the player can be at that point.[/SIZE]

[SIZE=10.5pt]Try to play through the area using auto-attack only.[/SIZE]

[SIZE=10.5pt]Try to play through the area using no items at all.[/SIZE]

[SIZE=10.5pt]If you have a boss at the end of the area, then see how well the party holds up against it if you skip as many encounters as possible.[/SIZE]

[SIZE=10.5pt]After that you compare the results with what you were trying to go for (amount of turns needed to beat each encounter, feel of difficulty for each encounter and the area in general). Then balance encounters accordingly to that and repeat from the start.[/SIZE]
 

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