![]() ![]() Apply a "start of battle" event trigger on the Troops screen that is only enabled when the "night” switch is on, and then add whatever effects you want in the event window. For a boss battle, in the event that sets that up, go to Event Commands tab 3, under Map you can change the Battleback for the current map. Thats generally what covers your basic battles. You could also use the transform enemy command to morph the day time creatures into night time creatures, but this would be seen by the player as there is no real way to hide the change before it happens. You can set it by right-clicking the map name and selecting map properties. The RTP slime or ghost character sheet could be modified to achieve this result fairly easily.Īlternatively, you can change battle parameters within the troops themselves, such as having a blanket status effect buff all the enemies at night. ![]() But Id like it if I could add a script call when it loops to say 'multiply all enemy parameters by x' or. If you don't mind using a single black blob type sprite for all your encounters, that solves the issue of not having individual sprites for each enemy encounter. To explain it better: Im crafting a survival mode in my game that once you reach the end of the troops I set up for it, it uses a label in the common event to go back to the first wave and puts you in an infinite loop of battles. ![]() Battle Rules The default victory and defeat conditions are when all actors are dead, or all enemies are dead. With evented battles, this is easy to accomplish, but for random encounters, it is less obvious. This would be a completely different story if you had on field enemies in the form of events, which can be disabled or enabled via switches. Troop Battle BGM Custom music for each troop. Unfortunately I don't see a way to do it immediately within the default encounter system without scripting. ![]()
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