Don't kill the hostage in battle

KayZaman

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Hi, everyone. I played CS:GO and I rescued hostages. Just kidding.


Brought me an idea that how am I want to create 'rescue battle' where in a battle sequence, you have to defeat enemies but not hostages. That is more challenge because you cannot use all-target attack because you'll attack the hostages. If hostage die, game over.


Just like this video where you have to defeat Adel but not Rinoa.










Please? Help me?
 

bgillisp

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For which engine? I assume MV from your profile. If so, you can do this easily with a troop event.


Set a troop event to run when the enemy HP of the hostage is <= 0%, and if that happens, call game over.


If for some reason it doesn't trigger, be advised that some battle engines do not let processing of the hp <= 0% ever occur, so you may need to first give the hostage an immortal state (state resist: KO in the state) at the start of the battle. Then the event I suggested should work. If not post what your event looks like and we'll go from there.
 

KayZaman

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For which engine? I assume MV from your profile. If so, you can do this easily with a troop event.


Set a troop event to run when the enemy HP of the hostage is <= 0%, and if that happens, call game over.


If for some reason it doesn't trigger, be advised that some battle engines do not let processing of the hp <= 0% ever occur, so you may need to first give the hostage an immortal state (state resist: KO in the state) at the start of the battle. Then the event I suggested should work. If not post what your event looks like and we'll go from there.
Used yanffly engine.I'll get that. Thank.
 

Valryia

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If this is about on how to do it, then the RPG Maker MV Support forums would be right. Though @bgillisp already answered that.


But if you want a discussion on the subject...


Is it more important that the player is deprived of options?


Or is it to create drama?
 
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KayZaman

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Deprived of options for player: yes, give challenge where player cannot use all-target attack.


Create drama : Yes, before and after battle.
 

Valryia

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Deprived of options for player: yes, give challenge where player cannot use all-target attack.


Create drama : Yes, before and after battle.
Ah, both. Let me iterate on both then.


Depriving the player of options has the goal of giving the game a tactical layer. But, while it does negate multi target attacks, in the case for FFVIII, it was easy enough to just use just as strong single target attacks, making this part of the tactical layer... minimal. What created more of an tactical layer was that the boss actually attacked the hostage, needing you to heal her.


If you want to only deprive the player of options, you could also create sealed areas or fights where certain characters or abilitys are not useable. There are many examples, like in FFIX, or in Dark Chronicle.


As for drama, you could also insert an temporary PC character and insert him/her into your party. Maybe permamently paralysed (for that fight). If they are in your party, then the emotional component could be developed better since, well, they are part of the team.
 
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LightningLord2

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I recall a boss fight in a Breath of Fire game (I think) which was a thing with three eyeballs holding a guy in the middle. Using any area-effect skill would kill him, which (I think) resulted in a bad ending.


Can someone recall that boss?
 

Valryia

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I recall a boss fight in a Breath of Fire game (I think) which was a thing with three eyeballs holding a guy in the middle. Using any area-effect skill would kill him, which (I think) resulted in a bad ending.


Can someone recall that boss?


Oh yes. If the discussion was continued by @KayZaman, i would have used that as the next example.


As for the fight itself, the old man himself didn't do anything, and either defeating him (easy) or the security system (hard) would actually result in a win... of the fight. Which is a destinctive, but interesting, difference to what OP wants: Win the battle, lose the war.
 

TheGamedawg

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The idea of a battle like this is actually pretty interesting.  You could make it more fair by allowing the hostage to be hit a few times while the playing is figuring out how the battle works.  Don't just trigger a game over after a single hit, no matter how small.  Maybe the hostage could help you in battle too by throwing healing potions or something.


As to HOW you would do this?  My best guess is to play with the battle events.  Maybe you could initiate a game over if the hostage dies, though I'm not sure how you would do this.
 

KayZaman

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Guys, maybe I did it but here are videos that I've recorded. I was think(x13) and here's the result.


What happen if you kill hostage (DTB)







What happen if you kill both enemy and hostage (DTB) with ridiculous victory.







And here's what happen if rescue the hostage (with CTB)







I thank you @bgillisp @Valryia @LightningLord2 @TheGamedawg
 
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Kes

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Am I correct in thinking that this can now be closed?
 

KayZaman

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I think........no. I'm still need some ideas to fix it. But thanks @ksjp17 , I'll ask you again if I want to close this topic.
 

Kes

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I'm thinking that in that case maybe this needs to move to MV Support, as it is no longer a general discussion about principles but now into the nitty-gritty of implementation within a particular game.  Are you requiring assistance/advice on how to do this?  Feedback on what you've done so far?  Or...?
 

KayZaman

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Yeah, I need some advise to do this. I should post how I did this event and maybe there will be help. even that I did it to create this mission battle but there's some mistake especially "If enemy and hostage die simultaneously, I won the battle". That's the weirdest victorious that I've ever made.


Sure, let's transfer this topic to MV support. I'll post how I created events in the battle.
 

Kes

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I've moved this thread to RPGMaker MV. 


You might like to think of editing your OP so that it is clearer to a new reader exactly what the issue is, rather than having to read several other posts to find out.
 

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