Hello, RPG Maker community!
I'm new to this incredible line of game making programs and stumbled across a problem which is hindering my ability to move forth with my game creation.
You see, the game I'm working on runs a unique (but not original) battle style, in which the enemy will be captured after taking damage from a certain type of attack and die
after taking damage from another, different type of attack.
One solution I thought might be appropriate is to create a second "health bar" for each enemy that can only be depleted by Type A attacks, while
the original health could only be depleted by Type B attacks. Whichever one hits zero first would lead to the desired state of "death", whether it be defeat or flee.
For example, if I hit an enemy with Capture attacks that weakens it over time for capture, it would eventually be caught and perhaps drop different items
depending on whether it was caught or defeated.
Is it as easy as creating a unique state for the alternative battle end and use an unused stat as an HP-esque bar? (MDef or something) or would this prove
more cumbersome and lead to confusion and inevitable failure?
Either way, I'd love to hear your input and suggestions! This is, however, sorted under "Script Requests", so if you happen to find a solution through scripting
(Either in the default RMVXA scripts or an original script) I really would appreciate your help!
- This could also include (but does not need) a script providing the hero with separate drops depending on the battle end. (ex. more exp on death and more items on capture)
- Think Monster Hunter, but with random encounters and no traps, just different ways to finish a battle.
Thank you for your help!
