I looking for a way to have a multi-stage boss battle in which the party takes on different sections of a large enemy one section at a time, changing which characters are in the party for each section, but without leaving the Battle Process.
I am using Victor Sant's Animated Battle and Actors Battlers scripts.
The best way i could thing of to accomplish this would be to have a different enemy object for each part of the battle.
However I don't know if it is possible to change party members and enemy upon the enemies death without leaving the Battle Process.
Multi-stage boss battle
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I'd recommend showing a huge picture and scrolling it like
in the last battle of Final Fantasy 6...But that wouldn't mix well with the animated battle scripts, sorry to be of little helpSpoilerKefka -
Should be relatively easy to do with the Enemy Transform and Change Party Member event commands.
Give the boss a state that makes him immune to death (use the State Resist property), and run an Enemy Transform event when his HP hits 0%.
edit: I believe Enemy Transform preserves a battler's states/HP, so you'll probably want to run a Recover All event too. -
Unfortunately actor changing depends on the battlescript being used - and most battlescripts simply cannot change actors during battles.
Whenever a battlescript needs notetags or script configurations to setup an actor, changing that actor during battle becomes a problem due to the need to reload that info. You can test Kenen's suggestion, but if you get a nil-class error on that command then your battlescript cannot change actors (unless someone writes a patch for that) -
Should be relatively easy to do with the Enemy Transform and Change Party Member event commands.
Give the boss a state that makes him immune to death (use the State Resist property), and run an Enemy Transform event when his HP hits 0%.
edit: I believe Enemy Transform preserves a battler's states/HP, so you'll probably want to run a Recover All event too.
I tried using Kenen's suggestion and created the event.Unfortunately actor changing depends on the battlescript being used - and most battlescripts simply cannot change actors during battles.
Whenever a battlescript needs notetags or script configurations to setup an actor, changing that actor during battle becomes a problem due to the need to reload that info. You can test Kenen's suggestion, but if you get a nil-class error on that command then your battlescript cannot change actors (unless someone writes a patch for that)

However when i get to that point in the battle i get the following error.

Without the change party member the event works perfectly.
I believe as Andar suggested it might be impossible to change actors without a patch for the script.
edit: after looking up the error, i found Victor has acknowledged this as a bug in his script and as inferred here he does intend to fix the bug.