Rivals of Aether

Rivals of Aether

[OLD] Dracula (Boss)
 This topic has been pinned, so it's probably important
Harbige12  [developer] Jun 16, 2020 @ 7:42am
Dracula Compatibility Tutorial
Dracula Compatibility: What is it?

At the start of the battle, Dracula shares a few words with the player before battling them. This is very similar to the intro in Castlevania: Symphony of the Night (which is what I was going for anyway).

The base cast, Sanbert, Guadua, Richter, and Belmont all come with their own compatibility, but YOU can make your character talk to Dracula! Wow!

Style Guide

It's recommended that your dialog follows this style guide.

The intro dialog can be a mix of serious talk and jokes, but Dracula should share the same elements.

About Dracula:
Dracula's Castle (also known as Castlevania, or Devil's Castle) appears every century in random spots. When it appears, Dracula is resurrected and attempts to rule the world with his demon army.

Dracula is an all knowing entity, so it's fine if Dracula knows a little about your character when talking to them. He might even know *your* secrets!

Dracula's Personality:
Dracula is very eloquent with his words. Normally he is very polite with his speech but is easily angered.

Your character's dialog is up to you! Get creative!

Code to Copy

Copy and paste this code template in init.gml, then replace the "X"'s as explained below.

//Dracula support dracula_portrait = X; dracula_portrait2 = X; //or asset_get("empty_sprite") dracula_portrait3 = X; //or asset_get("empty_sprite") var page = 0; //Page 0 dracula_speaker[page] = X; dracula_text[page] = "X"; page++; //Page 1 dracula_speaker[page] = X; dracula_text[page] = "X"; page++; //repeat...

Now, go to your config.ini and make sure your URL does not match Sandbert, Guadua, Richter, or Belmont. If it does, replace it with a blank string.

Variables

dracula_portrait and dracula_portrait2 are used for your character's portraits. Unlike Trummel & Alto, they will change color depending on your character's color slot. Even if you don't use the second portrait, it's still a required variable. Use
asset_get("empty_sprite")
if you don't need it.

EDIT: dracula_portrait3 has been added for one more portrait slot. It's not required so that characters can stay compatible.

the page variable is there for organization purposes. Keep page++ at the end of the blocks of code if you use it.

dracula_speaker[page] refers to the speaker of this textbox instance. Refer to these values to use this variable:
0 = Dracula
1 = The portrait in dracula_portrait
2 = The portrait in dracula_portrait2
3 = The portrait in dracula_portrait3 (if set)

dracula_text[page] is the actual dialog shown in the textbox. This has some tags, so refer to those below.

Dialog Tags

Tags add a little flair to the dialog. You can add these in between text to cause an event to happen. There are three to use so far:

[glass] Use this to make Dracula throw his glass. This tag is recommended to be used when Dracula gets really angry. Once he throws his glass, he can't throw it again.
[shake] Shakes the screen.
[taunt] Makes your character taunt. The text will continue once the taunt is finished (there is a timeout of 200 frames just in case).

Custom Dialog Portraits

This is for your character's portrait for the dracula_portrait and dracula_portrait2 variables. Look at the files for the basecast portraits inside of this mod's folder for a style guide.

Portraits need to be 48x48 pixels in size and have a 2 pixel contour on the character. The character should be looking at a 3/4 view to the right.
Last edited by Harbige12; Jul 15, 2020 @ 12:42pm