Boss that can only be damaged by one Actor

Stormhaven

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I'd like to have one of my bosses only be damageable from one of my actor's attacks, but I have no clue how to go about doing that. I may need a script or something, but I'd like to avoid that if possible. Any advice?
 

Andar

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elemental damage ratings.

make the boss immune to all but one element and have only that actor skills with that element set.
 

Stormhaven

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elemental damage ratings.

make the boss immune to all but one element and have only that actor skills with that element set.
I tried that, I think, but then I wouldn't be able to have that actor use any other elements, correct?
 

Stormhaven

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After testing it myself a bit more, I do think that does work unless I want my actor to be able use more than one element, in which case I should be able to just make alternate elements in a similar way that I can make function the same as their originals. If anyone has a simpler solution that would be great, but this should be a solid work around at least, thanks!
 

xDRAGOONx

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After testing it myself a bit more, I do think that does work unless I want my actor to be able use more than one element, in which case I should be able to just make alternate elements in a similar way that I can make function the same as their originals. If anyone has a simpler solution that would be great, but this should be a solid work around at least, thanks!
I think without an element based plugin, this would be the way I would go.
 

estriole

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i don't think there's more simpler solution than using element beside using a plugin... but you said you'd like to avoid that...

other alternative also require even more complex thing to do.
example:
adding extra damage formula code which check for the user and the target... if it's the boss and the right actor using the skill... do the normal formula damage else do 0 damage... but this need to be added to ALL skill... thus making it worse than using element. :D...
 

Andar

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but then I wouldn't be able to have that actor use any other elements, correct?
wrong, you misunderstood how elements are applied.

First of all, it's the skill that determines element.
There is no problem with one actor having several skills for different elements, like fireball and ice spike or whatever.
If you go this way then only some skills of that actor instead of all skills will damage that boss however.

then there is the setting "normal attack element". This setting in the skill means that the skill should look for the attack elements available to the actor.
That attack element can be set directly to the actor, although it is often added by weapon.
And contrary to your belief it is possible to have several different elements added this way, even if only one element is used in the attacks if that is the case.
I don't remember the function the engine uses to decide which element to use if several are available.
If I remember correctly it will be the one doing the most damage - which would be ideal for you.
But you can simply test that in your game.
 

Tiamat-86

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<Custom Confirm Effect>
if (this.isHpEffect() && value > 0 && target.isStateAffected(ID)) {
value = 0;
}
</Custom Confirm Effect>

someone who knows java edit the bold part so it works. this is just a piece of 1 of the states someone helped me make before.
once its working just have turn 0 troop event give this state to all but the 1 actor and the ID state to the boss. yanfly buff/state core
----------------------------------------------------------------------------------------------------------
the element idea only works for skills that use normal attack element which is usually only physical skills. very high chance that they also have attack magic which is just a single base element.

my own earlier comment doesnt take into account restoration magic being affected and skills 'might' have a minimum damage formula.

just had this thought while reading andars comment and thinking about how most games have an offensive magic user as the 4th character. but i dont realy know java myself

edit: better yet if someone could make it a <Custom React Effect> checking if not actor(X) attacking, so the boss to be the only 1 with the state. that way dont need to worry about <bybass death removal> for the actors
 
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TheGameBrewery

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Would applying a state that lowers your Attack & M.Attack to 0 work? If so, then you can apply it to your party members on turn 0 in the Troops conditions.

2020-12-03 09_18_26-Window.png2020-12-03 09_19_40-Window.png
 

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