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Rhyme

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  1. Rhyme

    Mon's Guide to Better & Badder Bosses

    I'll be honest. You are missing a lot of things, and some of your suggestions/ideas can be greatly improved. ~someone asked me to post my thoughts on it~ Your analogy says to me, that the boss in question has 20000 hp and you can only deal 10 damage per turn. They aren't logs, they are monsters. No they do not. Those names sound silly. There are better ways to establish a boss's danger. Alright, I'm sorry but the more I read this guide the less helpful it sounds. This is very often based on how the game is balanced. Sometimes bosses do NOT need high stats. Bosses do NOT need an array of special attacks. You can have a boss that does normal things and have high HP be a large challenge by having unique traits to a boss. Two turns for example. HP Regen. Drains physical damage. Reflects magical attacks. Weakens partymembers drastically. There are many ways to make a boss harder without going ~the easy way~ and giving it higher stats and more HP. Look above. I would also point out that anything that is a nuisance needs to be removed or replaced. A boss is not a nuisance. It is a threat. Again: Nuisance, annoyance. These are trivial. Don't add them to your boss if it's an annoyance. They'll just annoy players, and you do NOT want to do that. Make them a threat (haha i am repeating myself). A reason for the players to CARE about the minions. Something that motivates them to defeat the minions. You don't want to know how much I wanted to headdesk when I read this line. Absolutely NO. This is (apologies for harsh language)possibly the stupidest idea I've ever heard. A boss's life is more important than that. It ruins the satisfaction. You want to defeat the boss, not make the boss defeat itself. When a boss dies, it's over. The battle is done. Continue the game. Additional damage does not matter, unless the party dies too (which becomes a really dumb thing, because then you'd have to start the battle over). It is a pointless thing to add a suicide move to a boss. It might work when you're using it in story context, but do that AFTER the player knows that he/she has won. Don't kill the player in a cheap suicide move. This is not necessary for all bosses, but can be an interesting gimmick for a few. It gets annoying if every boss has this "invincible" moment where you're absolutely hopeless against it and have to endure the turns until the boss is back to being beatable. Use this sparingly. You have only Final Fantasy (and a bit of Zelda) in your examples. Final Fantasy does not have the world's bestest best bosses (by design) ever so go expand your horizon a bit. tl;dr: boss is srs bsns, look at more references. study more bosses. back to lurking~
  2. Are... you trying to ask for HP to be above HP? Try @actor.mhp for the actor's MaxHp. if @actor.hp < (@actor.mhp * 0.75).to_i if @actor.hp < (@actor.mhp * 0.25).to_i if @actor.hp == 0 # 0 Hp - Dead else # 25% Hp end else # Less than 75%, greather than 25% Hp end else # Greater than 75% Hp end
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