lawlietorochi

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Hi guys, I'm going to be straight up I want a specific enemy and only he has weakness to a battle consumable item.

For example: I want when I use the salt item on the "slug" enemy it dies immediately, but the "rat" enemy totally ignores it.

Any idea? I tried to do it by status by creating the status "salty" and making the rat ignore this status, however the "slug" doesn't die from HK I need to hit it one time more.

If I put direct damage on the item the "rat" enemy will also take that damage.
 

Milennin

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Apply a unique status on that enemy from the troops menu at the start of the encounter. Have the item apply a different unique status and have it call a common event. In the common event, make conditional branches for all 8 enemies that first check if the enemy is inflicted with the status from the item, and then whether they have the status on them that should be applied at the start of battle, only on enemies that should be affected by the item. If both conditions are met, inflict Death on that enemy.
 

Andar

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If I put direct damage on the item the "rat" enemy will also take that damage.
almost correct.
you need to make that damage have a new element that is unique to that attack, and then all those enemies that are supposed to be imune to that attack needs an elemental damage rate 0% for that damage element.

So the element might be "salt" and the rat would have "salt damage 0%" as a trait.
 

lawlietorochi

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Apply a unique status on that enemy from the troops menu at the start of the encounter. Have the item apply a different unique status and have it call a common event. In the common event, make conditional branches for all 8 enemies that first check if the enemy is inflicted with the status from the item, and then whether they have the status on them that should be applied at the start of battle, only on enemies that should be affected by the item. If both conditions are met, inflict Death on that enemy.
Thanks my friend, it worked perfectly ♥
 

lawlietorochi

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almost correct.
you need to make that damage have a new element that is unique to that attack, and then all those enemies that are supposed to be imune to that attack needs an elemental damage rate 0% for that damage element.

So the element might be "salt" and the rat would have "salt damage 0%" as a trait.

I considered this possibility, however I use the Visustella plugin that improves the character's profile page and this "new element" would appear if I created it, it would defeat the purpose of what I needed which is something more "easter egg".

Edit: Another detail is also that this opens up a margin for errors if I forget to put resistance on other enemies.

The other comrade's step by step worked perfectly. Thank you for your idea too ♥
 

Shaz

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I've moved this thread to MZ Support. Thank you.



@lawlietorochi , please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.

 

NaosoX

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I considered this possibility, however I use the Visustella plugin that improves the character's profile page and this "new element" would appear if I created it, it would defeat the purpose of what I needed which is something more "easter egg".
There's an "excluded elements" list setting in the visustella plugin(to hide specific elements from the status menus) in case you or anyone else wishes to explore this option.
 

Aesica

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Elements seems a bit hackish. You could try this instead:

1. Put a <Slug> note tag on any slug enemies you have
2. Put, in the item's damage formula, the following:
Code:
c = b.isEnemy() ? b.enemy() : b.actor(); c.meta.Slug ? 9999 : 0
Should do 9999 damage to any slug enemies (set the 9999 to whatever damage formula you want to use) and 0 damage to anything else.

Note that <Slug> is case sensitive. No plugins required.
 

NaosoX

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Elements seems a bit hackish. You could try this instead:

1. Put a <Slug> note tag on any slug enemies you have
2. Put, in the item's damage formula, the following:
Code:
c = b.isEnemy() ? b.enemy() : b.actor(); c.meta.Slug ? 9999 : 0
Should do 9999 damage to any slug enemies (set the 9999 to whatever damage formula you want to use) and 0 damage to anything else.

Note that <Slug> is case sensitive. No plugins required.
Nice, I use something like this.
just as a suggestion(to the OP)
Default Max HP can go up to 999999.
so just to be safe, use:
c = b.isEnemy() ? b.enemy() : b.actor(); c.meta.Slug ? b.hp: 0
Change Variance to 0%, as to inflict exactly the amount of HP the target has.
 

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