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KrimsonKatt

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So in my game one of my bosses has a couple mechanics I've planned out that I can't figure out how to implement. Basically, at the beginning of the battle the boss (Likho) uses a skill called "Waking Dream" which inflicts a state that makes the battler inflicted become immune to all damage as long as they are not also inflicted with the "sleep" status The goal of this battle is to make the boss fall asleep by using certain skills or items, then pounding it with magickal attacks since in my game enemies can only wake from sleep either if they're hit by a physical attack (60% chance) or 3-5 turns pass. However, the boss also has two other skills, "Dream Guard" and "Sleep Talk." Dream Guard makes the boss immune to sleep for 3-5 turns, while Sleep Talk is a spell that can only be cast while the boss is asleep, which is a powerful almighty (non-elemental) attack that has a chance to put your own party members asleep. When the boss is awake, he tends to spam the anima spells "Supernova" and "Hypernova" (the most powerful anima spells sans Forblaze, the forbidden magick) along with the dark magick spells "Oblivion" (massive dark damage) "Black Hole," (massive dark damage and removes all states) and "Gravitron IV" (gravity damage that reduces 75% of all allies current HP) So the battle is basically a risk-vs-reward type of battle where you need to balance healing from the boss' powerful elemental spells while also keeping him asleep so you can lay on the hurt, but in doing so risk falling asleep yourself.

However, what I'm having trouble with is the exclusive skills the boss uses, namely "waking dream" and "sleep talk." First, waking dream. How exactly am I supposed to make a state that gives certain perks only when you are not inflicted with a certain state? I don't really know how to do that. As for the other skill, since the sleep status in my game make you unable to perform an action until it goes away, how am I supposed to make an exception for certain skills like Sleep Talk? Also, Sleep Talk cannot be learned by the party, even with the bonus Scholar Class which can learn enemy skills, (blue magick) so you don't have to worry about how the skill would potentially work on the playable characters. How exactly am I supposed to implement these skills? Any help would be apricated. Thanks!
 

ATT_Turan

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When asking for help, you can trim out all of the flavor stuff about your game - it just makes it harder to get through your post and find out what you're asking for. Your RPG Maker question has nothing to do with how you want the thematic strategy of your boss fight to work, or the names of his spells, or forbidden magick or whatever other hooplah ;)

The answer for you is with Yanfly's Passive States.

You would give your boss a passive state, and in that state in the database you set up whatever bonuses you want, then use the Lunatic Mode described in the help file to set a Custom Condition that returns true when the boss does not also have X other state.

As far as the Sleep Talk, the solution off the top of my head is to event it. Add an event to your spell that inflicts sleep that says if the target of the spell is this boss, set a variable to 1. Then have an event in your boss' troop that checks for that variable to be 1 and runs the Sleep Talk skill as if he used it.

See if anyone else has a better solution, but that's what I would try.
 

KrimsonKatt

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@ATT_Turan The first solution would work fine. I'm already using quite a few passive states, so I have no idea how I didn't figure this out by myself lol. However, for the second one, I don't think that would work. For one, the boss isn't supposed to counter with sleep talk when the sleep spell is used. He's supposed to be able to freely use the spell whenever he's asleep. He already has the skill noted in his skill box in enemies with the requirement being "if user is asleep." Problem is is that battlers cannot perform actions while asleep, so this doesn't work.

Next, I don't think you can create a conditional branch that checks if a certain enemy is targeted. You can only select the troop ID, not a specific enemy in question. Finally, how can you run an event to force the boss to use sleep talk? To my knowledge the "force skill" command only works if the target of the command has the skill available to them, meaning that if you try to force a skill that the target of the command does not know or is currently not able to currently use (for example, the target of the command doesn't have enough MP or is under a state that blocks actions from taking place) the game will crash. Your post just doesn't add up. Do you mind elaborating or explaining an alternative way to accomplish this? Thanks.
 

ATT_Turan

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However, for the second one, I don't think that would work. For one, the boss isn't supposed to counter with sleep talk when the sleep spell is used. He's supposed to be able to freely use the spell whenever he's asleep.
I didn't say anything about a counter.
He already has the skill noted in his skill box in enemies with the requirement being "if user is asleep." Problem is is that battlers cannot perform actions while asleep, so this doesn't work.
Right.
Next, I don't think you can create a conditional branch that checks if a certain enemy is targeted. You can only select the troop ID, not a specific enemy in question.
$gameTroop.members()[enemyIndex]
where enemyIndex should correspond to the order you added the enemies to the troop in your database.
Finally, how can you run an event to force the boss to use sleep talk? To my knowledge the "force skill" command only works if the target of the command has the skill available to them, meaning that if you try to force a skill that the target of the command does not know or is currently not able to currently use (for example, the target of the command doesn't have enough MP or is under a state that blocks actions from taking place) the game will crash.
According to a quick Google, Force Skill should work regardless of the sleep state. If it doesn't, then you simply use event commands and/or a function you write in Javascript in a plugin to simulate the look and effect of the skill. The players have no way of knowing whether the enemy actually "did" the skill.

The other option would, obviously, to not actually make him sleep - give him a passive state that says if he's ever affected by sleep, it's removed and replaced with another status that has the same name and icon but doesn't prevent his turns. Then use Yanfly AI or something to change what he does when that fake-sleep is on him.
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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