PantsJackson

Warper
Member
Joined
Jul 7, 2020
Messages
2
Reaction score
1
First Language
English
Primarily Uses
RMMV
I'm new to RPG Maker, so I'm not sure if this is possible.

I'm trying to create a system where your job is to help the enemies, rather than defeat them. Is it possible to set encounters to begin with an enemy at low health, then end on healing them to full HP? If so, how?

I've looked through the system options and can't see any way to do this natively. Googling didn't yield any results either.
 

Soulrender

Jack Of All Trades
Veteran
Joined
Jan 12, 2019
Messages
1,212
Reaction score
702
First Language
Poland
Primarily Uses
RMMV
On start battle you can set enemies HP to whatever you want like this:


You set this event in "Troops" tab in database

To set their HP to full at battle end there is no need because whenever battle ends their properties are reset again to values set in database.
 

Doktor_Q

I'm not a real doktor, but I am a real Q
Veteran
Joined
Aug 1, 2016
Messages
881
Reaction score
573
First Language
English
Primarily Uses
RMMV
Use troop events (the grid at the bottom half of the troops tab). You can set one to run on turn 0 that lowers the enemy's HP at the start of battle, and then have another page for each enemy that runs when they're at max HP, and "kills" them when they're full- that way you win when they're all full.

You can apply a temporary "immortal" state if you don't want them to die when they reach zero (it's state #3 when you make a new project), and just remove that before adding the "death" state for the full HP enemy.

If you learn a tiny bit of javascript, you could make it a lot simpler by using script calls in conditional statements, etc.

EDIT: Another thought on getting them to leave battle when full- in the enemy's movelist (the grid on the enemy page), have everyone Flee when their HP is at 100%, and give it priority 9, with everything else being priority 6 or below. That way, every enemy will automatically leave once their HP is full, and the battle will naturally end once there are no more enemies.

Of course, they won't give rewards innately if you use that strategy.
 

PantsJackson

Warper
Member
Joined
Jul 7, 2020
Messages
2
Reaction score
1
First Language
English
Primarily Uses
RMMV
Use troop events (the grid at the bottom half of the troops tab). You can set one to run on turn 0 that lowers the enemy's HP at the start of battle, and then have another page for each enemy that runs when they're at max HP, and "kills" them when they're full- that way you win when they're all full.

You can apply a temporary "immortal" state if you don't want them to die when they reach zero (it's state #3 when you make a new project), and just remove that before adding the "death" state for the full HP enemy.

This worked, thank you! I had to set the event to kill them at max HP on the mob itself rather than the troop events because troop events only offers a trigger for HP that is less than or equal to.

But I figured it out. Thanks for your help!
 

Latest Threads

Latest Profile Posts

I played Deltarune chapter 2 today! It was great. No spoilers, but I hope one day I can design a world as interesting as Toby Fox and team.
Holy cow, I have made Row Formation work again with OTB!

Now, my devious machinations can finally be born...
finished the second chapter of deltarune today, I gotta say that the 3 years wait was worth it lol

Forum statistics

Threads
115,151
Messages
1,087,677
Members
149,684
Latest member
Dark_OP
Top