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Dart Zaidyer
12-04-2006, 12:07 PM
This should be fairly simple... I need a way to make a standard boss "Explode" when it is killed. The sequence should go something like this:


The script checks a specific enemy's health and its current location on the screen. If it dies, it will then go on to the next step.
Depending on what enemy it was, it will then proceed to draw a duplicate in its place that flashes as if it's been hurt, play a "boss death" sound effect and wait for it to finish before continuing.
The boss then "explodes" in a sequence of randomly-placed explosion animations. (Not Bomb explosions, mind you.) After three seconds, the boss's replacement graphic will be removed, and after another two seconds the explosions will end.
The script then continues to check the room for all enemies. If there are no other enemies besides triggers, it will kill the trigger, effectively clearing the room and ending the battle. The script will then end.

This way, the script can be adapted for whatever the quest designer needs as a boss. Ideally it should be able to reference enemy tiles by itself, but if that's not possible, then the author would have to tell it what combo to use.

C-Dawg
12-05-2006, 02:29 PM
Seems reasonable, except for drawing the enemy.

1. Check boss's health every tic. Need to specify in advance how many enemies are on the screen for the code to check them properly!
2. When one boss's health is zero or less, load the tile used by that enemy into the tile used by an FFC. This will only work properly if the enemy's tiles are organized in blocks that appear like that enemy on the tile screen. That is, you'd need multiple FFCs and custom code to draw a manhandala, because you can't just grab a block of eight tiles straight from the manhandala tile screen and dump them on the screen. It will also require a way to determine how many tiles an npc is using, but I think we can do that already.
3. Other FFCs can change position and combo to display the explosion pretty easily. Change the FFC's C-Set rapidly to simulate flashing. (This didn't work in 2.14, though.)
4. Then, yea, wipe when done.

The only really sticky point is finding an easy, universal way for the code to know how to draw the enemy it's looking at. One-tile enemies are easy, as are enemies that appear on the tile screen fully-formed, like Aquamentos. Hard for Manhandala, Lanmola, etc.

redmage777
01-14-2007, 04:51 PM
Another Layer of Effect- A Fire ring (Like Octorok3) with the Heart Container in the center as the Grand Finish. Coulden't an invisable Octorok 3 "Clone" with 0Hp be conjured up at the last moment to finish up the sequence?

Another though, Links Exposions and Enemy Explosions are considered sepreate things, so if the "Own Bombs Hurt" rule is unchecked then calling "Links" bombs would be safe. I don't know If Quest Rules can be turned on and off via scripts though...