RPG Maker VX Ace Wiki
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==== Set Up The Boss Skills ====
 
==== Set Up The Boss Skills ====
 
Add all of the skills you intend your boss to be able to use, including all spells and abilities regardless of elemental restriction. Then, edit each skill to have one of your previously created states as a condition. For example, Fire II should be set to require the boss to have "Aspect of Fire" in order to cast it.
[[File:Aspect-0.png|thumb|220x220px]]
 
Add all of the skills you intend your boss to be able to use, including all spells and abilities regardless of
 
 
elemental restriction. Then, edit each skill to have one of your previously created states as a condition. For example, Fire II should be set to require the boss to have "Aspect of Fire" in order to cast it.
 
   
 
Additionally, we need to make sure that our Boss has the skills to change its state. Think critically; the skill which applies "Aspect of Fire" should have as its condition "Aspect of Thunder," and vice versa. That way, if the boss is currently attuned to Thunder, it can cast the skill which attunes it to Fire instead.
 
Additionally, we need to make sure that our Boss has the skills to change its state. Think critically; the skill which applies "Aspect of Fire" should have as its condition "Aspect of Thunder," and vice versa. That way, if the boss is currently attuned to Thunder, it can cast the skill which attunes it to Fire instead.
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==== Tint the Boss ====
 
==== Tint the Boss ====
 
This step uses RPG Maker's built-in reskinning tool to dynamically recolor the boss battler.
 
This step uses RPG Maker's built-in reskinning tool to dynamically recolor the boss battler.
# [[File:Element-0.png|thumb|220x220px]]Modify the "Battler Hue" attribute for battlers, changing it from a reader attribute to accessor attribute.
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# Modify the "Battler Hue" attribute for battlers, changing it from a reader attribute to accessor attribute. Open up the script window, click on "Game_Battler" on the left, and scroll to line 33. Where it says "attr_reader :battler_hue" - change it to "attr_accessor :battler_hue".
 
# Create 2 common events, one for each state. In the common event, use the "script" call event and call: $game_troop.members[x].battler_hue = y, where x is the ID of the enemy (typically 0, unless there are other enemies in the troop) and y is the hue, between 0 and 255. It's going to take some practice getting the hue correct.
Open up the script window, click on "Game_Battler" on the left, and scroll to line 33. Where it says "attr_reader :battler_hue" - change it to "attr_accessor :battler_hue".
 
# [[File:Element.png|thumb|220x220px]]Create 2 common events, one for each state. In the common event, use the "script" call event and call:
 
$game_troop.members[x].battler_hue = y, where x is the ID of the enemy (typically 0, unless there are other enemies in the troop) and y is the hue, between 0 and 255. It's going to take some practice getting the hue correct.
 
 
# Do this for each state to apply an element-appropriate hue. For example, apply a huge of 45 to make your boss yellow. This would be lightning color.
 
# Do this for each state to apply an element-appropriate hue. For example, apply a huge of 45 to make your boss yellow. This would be lightning color.
# [[File:Element6.png|thumb|220x220px]]In the skills which change element states, add "Call Common Event"
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# In the skills which change element states, add "Call Common Event" in the features, and call the correct common event. For example, in the skill which applies "Aspect of Thunder" and removes "Aspect of Fire," call the common event you set up which changes the enemy to yellow.
in the features, and call the correct common event. For example, in the skill which applies "Aspect of Thunder" and removes "Aspect of Fire," call the common event you set up which changes the enemy to yellow.
 
   
 
==== Give Your Boss An Initial State ====
 
==== Give Your Boss An Initial State ====
[[File:Aspect 4.png|thumb|220x220px]]
 
 
In the troop panel for your boss encounter, create an event with Condition: Turn No. 0, Span: Battle which applies on of your element states to the boss. Otherwise, he won't be able to cast any skills or switch between states.
 
In the troop panel for your boss encounter, create an event with Condition: Turn No. 0, Span: Battle which applies on of your element states to the boss. Otherwise, he won't be able to cast any skills or switch between states.
   
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