Enemy that gets 0 Damage until i use a skill

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vitti2801

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I need an opponent who gets 0 damage until you apply a skill to him, then you have a window of 2 moves to do damage to him, then he is immune again and you have to use the skill. I tried different things now, immortality doesn't let him die but he still gets damage and I don't like to do this through armor because you can use an armor shred skill later and this can cause balancing problems.

Im thankful for every tip and guess that can point me in a direction.
 

Dopan

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hmm Immune State would be my first guess,than the Def/mDef Boost..
But that doesnt fit here..perhaps you could create a function that regenerats the lost HP when getting Dmg in a special "Immune State"..
(that way the enemy cant die and will have full hp at the end of each attack if the special Immune State is active)

-
regenerating the full HP would be easier to do,but that could conflict if you are able to hit him without the state and he gets his state back later..

That might not be exactly what you wanted but regeneration has a valid logic that works if somebody is immortal and gets dmg..
(known from films, books, ect)

- also im not sure how to create such a function^^
 
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caethyril

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It's awkward to treat all possible damage scenarios (Certain Hit skills, negative HP regen, etc) without a plugin. I'd suggest Yanfly's Buffs & States Core and Auto Passive States plugins here:
I haven't tested, but I think this ought to work:
  1. Make a state that wears off after two turns. This is what will mark the enemy as being vulnerable to damage.

  2. Make another state (for damage immunity), with this in its notebox:
    Code:
    <Custom Passive Condition>
    condition = !user.isStateAffected(15);
    </Custom Passive Condition>
    
    <Custom React Effect>
    if (value > 0) value *= 0;
    </Custom React Effect>
    Swap the 15 for the ID of the state from step 1. These notetags say:
    • "This passive state is active when the bearer is not affected by state 15"
    • "When active, multiply all incoming damage by 0"

  3. Put this in your "immune" enemy's notebox:
    Code:
    <Passive State: 51>
    Swap 51 for the ID of the state from step 2.
 

Dopan

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It's awkward to treat all possible damage scenarios (Certain Hit skills, negative HP regen, etc) without a plugin. I'd suggest Yanfly's Buffs & States Core and Auto Passive States plugins here:
I haven't tested, but I think this ought to work:
  1. Make a state that wears off after two turns. This is what will mark the enemy as being vulnerable to damage.

  2. Make another state (for damage immunity), with this in its notebox:
    Code:
    <Custom Passive Condition>
    condition = !user.isStateAffected(15);
    </Custom Passive Condition>
    
    <Custom React Effect>
    if (value > 0) value *= 0;
    </Custom React Effect>
    Swap the 15 for the ID of the state from step 1. These notetags say:
    • "This passive state is active when the bearer is not affected by state 15"
    • "When active, multiply all incoming damage by 0"

  3. Put this in your "immune" enemy's notebox:
    Code:
    <Passive State: 51>
    Swap 51 for the ID of the state from step 2.
this info is really helpfull, i didnt know that it is so simple to set the incomming dmg to 0 .
<Custom React Effect>
if (value > 0) value *= 0;
</Custom React Effect>[/code]

  • "When active, multiply all incoming damage by 0"
 

vitti2801

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ß
It's awkward to treat all possible damage scenarios (Certain Hit skills, negative HP regen, etc) without a plugin. I'd suggest Yanfly's Buffs & States Core and Auto Passive States plugins here:
I haven't tested, but I think this ought to work:
  1. Make a state that wears off after two turns. This is what will mark the enemy as being vulnerable to damage.

  2. Make another state (for damage immunity), with this in its notebox:
    Code:
    <Custom Passive Condition>
    condition = !user.isStateAffected(15);
    </Custom Passive Condition>
    
    <Custom React Effect>
    if (value > 0) value *= 0;
    </Custom React Effect>
    Swap the 15 for the ID of the state from step 1. These notetags say:
    • "This passive state is active when the bearer is not affected by state 15"
    • "When active, multiply all incoming damage by 0"

  3. Put this in your "immune" enemy's notebox:
    Code:
    <Passive State: 51>
    Swap 51 for the ID of the state from step 2.
worked like a charm, thank you
 

slimmmeiske2

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