Unique death per monster

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Tishero
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Unique death per monster

Post by Tishero » Wed Oct 09, 2019 12:50 am

I need help figuring out how to set up a different death animation per monster especially for bosses.
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westcoastvagabond
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Re: Unique death per monster

Post by westcoastvagabond » Wed Oct 09, 2019 6:10 am

Considering that the tutorials have all used a Game Object for the death effect, I'd imagine you would need a specific Game Object (Death Effect) for each Monster type. Not sure there's yet a way to change a generic death object on the fly for a per-monster basis.

Unless, maybe, you modify the Monster death scripting to call a special Action State on the existing Monster Object, rather than switching in the Death Game Object? I'm afraid I don't know the coding to do that, though.
Death is no barrier to science! :idea:
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dale_coop
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Re: Unique death per monster

Post by dale_coop » Wed Oct 09, 2019 2:14 pm

westcoastvagabond, it's exactly that.
Tishero, you could use different Action Steps of the current Monster Death Animation object... (customizing the monster hurt/death scripts to create the death object with an action step corresponding to the type of monster).
Or you could also, use an Action Step of the monster, ...
Or yes, different death objects (if they have different sizes)...
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Tishero
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Re: Unique death per monster

Post by Tishero » Thu Oct 10, 2019 1:26 pm

I have figured it out with a little help from CutterCross! All that needed to be done was change DeactivateCurrentObject to ChangeObjectState #$07, #$02 in the HandleHurtMonster.asm to have the death as an action
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dale_coop
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Re: Unique death per monster

Post by dale_coop » Thu Oct 10, 2019 3:35 pm

Nice :)
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All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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