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Tile-based Boss HP meter

Overview
Creator: Alucard648 Updated: 24 May 2024 Tags: FFC Downloads: 25
Rating[?]: Rating: 4.5/5 (3 ratings)
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(1009.36 KB)
Information

Description Setup Reviews Comments

Requires std.zh and string.zh.

1. Set up 5 consecutive tiles in a row in Tile Editor as following:
1. Full heart.
2. 3/4 heart.
3. 1/2 heart.
4. 1/4 heart.
5. Empty heart.
2. Note down ID of the first tile in the row (the "Full Heart" one).
A. Set up 3*3 frame for Boss HP meter background, if you want one.
3. Import and compile the script.
4. In your boss screen, place the invisible FFC, one for each boss, if multiple bosses are in one screen, and assign the following arguments:
X and Y position: Position of HP meter.
CSet - Cset used for drawing the life gauge. Setting value to 0 results in health meter flashing trough all csets.
D0: ID of the tile you noted down in step 2.
D1: Slot number of the boss enemy, or his weak spot.
D2: Hit Points per tile. Larger values means smaller life meter and vise versa.
D3: Tile, top left of 3*3 frame, used to render background. 0 to disable.
D4: Quake power on boss introdiction. Best used for jump scares.
D5: >0 - Logarithmic boss HP meter. Rendered HP is smaller than actual boss HP. A very cuesed and deceiving way to make player waste potions in very hard boss battles.
D6: Maximum tiles in row before carrying over to nex one. Recommended to be even one.
D7: String to display at the start of the battle.
Otherwise, it sets Y position of boss health gauge.
5. Assign the script to FFC.
6. Test and enjoy.