Killing a boss using a certain skill

Neocat18

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May be posting in the wrong forum, I don't know.

I'm trying to make a skill that the player needs to use to kill a boss with. Like... that's the only way to kill it and if the players keep wailing on it with basic attacks and/or other skills, it's going to be stuck on 1 hp.

Example would be in Magical Girl Anime where the girls need to blast the bad guy with a certain attack to get rid of the monster.

Again, I might be posting in the wrong forum, but feel free to move it. (And if it does, I'm working in MV)
 

zzmmorgan

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Something like this might work. You might have to do a check for each party member but basically if they haven't learned the attack then it applies the immortal flag so they can't kill the enemy unless they have that skill
 

estriole

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hmmm maybe give the enemy immortal state (immune to death state) every start of the turn...
and make your finishing skill to also remove immortal state inside the formula box BEFORE the damage value separated by ; so it remove the immortal state before applying the damage.
ex:
Code:
b.removeState(yourimmortalstateidhere); your damage formula here
so in theory when you use that finisher... the immortal state removed... damage happen... if hp reach 0 enemy dies... else at the start of next turn become immortal again...

but this still not complete... IF you have more than one actor... ex:
actor A use finisher
boss did not die
actor B use non finisher
boss can die if reach 0

so to complete the skill... use the Effect tab in the Skill... put Add State -> Immortal state...
because the effect tab will be executed AFTER the damage happen.
so the cycle will be like this...

actor A use finisher
boss immortal gone
damage happen. if hp 0 dies else lives
boss immortal back
actor B use non finisher
boss still immortal and did not die

the skill will look like this:
1605571463381.png
immortal state is state 3 in that example... and i make the skill damage fixed at 499 (because i test it to 500 hp enemy). you can change 499 to your real damage formula.

edit: after testing... you did not really need to add immortal state EVERY turn... just at the beginning of battle will be fine... because after using finisher immortal state will be readded if the boss did not die

hope this help.
 
Last edited:

JerkFrost27

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May be posting in the wrong forum, I don't know.

I'm trying to make a skill that the player needs to use to kill a boss with. Like... that's the only way to kill it and if the players keep wailing on it with basic attacks and/or other skills, it's going to be stuck on 1 hp.

Example would be in Magical Girl Anime where the girls need to blast the bad guy with a certain attack to get rid of the monster.

Again, I might be posting in the wrong forum, but feel free to move it. (And if it does, I'm working in MV)
It depends if your game is a elemental game.If so,just set elemental resistances to ze-hoo and set this special power to be the only who can't be nullified
 

Wavelength

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I would do it mostly like @estriole recommended (though as he mentioned, you only need to add the State using a Troop event once on Turn 0). There's one problem with that approach is that if you use the Finisher skill on a normal enemy, and it fails to kill them, it will add the Immortal-like state (let's call this KO-resisting boss state "Endure" to separate it from the Immortal State that you could apply to anyone using a skill) afterwards and only allow you to kill that enemy later by using the Finisher again. That's an issue, so what I would do is:

1) Also add a "Boss Enemy" state to each Boss monster at the start of value, at the same time you add the Endure state. Boss Enemy is a Priority 0 (hidden) state which has no effects; it is simply there to help you track stuff on the back end.
2) Instead of Adding the Immunity State as a feature of the skill, instead run a Common Event called "Re-Apply Endure" as a feature of the skill. Keep the damage formula exactly like @estriole recommended.
3) Create the Re-Apply Endure Common Event: This should check each of the 8 enemies (using 8 separate Conditional Branches) to see whether they have the Boss Enemy state Applied. Inside each Conditional Branch (which will run if the enemy has the Boss Enemy state), have the event command Add State: Endure.

This will make sure you are only re-applying the Endure state to Boss Enemies afterwards (in other words, they will only have the state after the skill if they already had it before the skill; and if this skill deals lethal damage, it will kill the enemy before the state is re-applied.

The other approaches listed above will not give you the behavior you're looking for. One will allow you to kill the boss if you've simply learned the skill (even if you don't actually use it); the other will not allow you to damage the boss at all with any skills besides the finisher.
 

Neocat18

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Thank you for all for your help!

One thing I changed was that the skill wasn't just hanging out in the skill bar after battles. Since I'm using it for bosses only, I made it so that the skill appears once the boss's health reaches a certain point to avoid players just spamming it over and over, then removing it after the battle.
 

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Nova By Creative Robot

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hmmm maybe give the enemy immortal state (immune to death state) every start of the turn...
and make your finishing skill to also remove immortal state inside the formula box BEFORE the damage value separated by ; so it remove the immortal state before applying the damage.
ex:
Code:
b.removeState(yourimmortalstateidhere); your damage formula here
so in theory when you use that finisher... the immortal state removed... damage happen... if hp reach 0 enemy dies... else at the start of next turn become immortal again...

but this still not complete... IF you have more than one actor... ex:
actor A use finisher
boss did not die
actor B use non finisher
boss can die if reach 0

so to complete the skill... use the Effect tab in the Skill... put Add State -> Immortal state...
because the effect tab will be executed AFTER the damage happen.
so the cycle will be like this...

actor A use finisher
boss immortal gone
damage happen. if hp 0 dies else lives
boss immortal back
actor B use non finisher
boss still immortal and did not die

the skill will look like this:
View attachment 168101
immortal state is state 3 in that example... and i make the skill damage fixed at 499 (because i test it to 500 hp enemy). you can change 499 to your real damage formula.

edit: after testing... you did not really need to add immortal state EVERY turn... just at the beginning of battle will be fine... because after using finisher immortal state will be readded if the boss did not die

hope this help.
That's awesome. I keep forgetting you can do that in the formula part.
 

estriole

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I would do it mostly like @estriole recommended (though as he mentioned, you only need to add the State using a Troop event once on Turn 0). There's one problem with that approach is that if you use the Finisher skill on a normal enemy, and it fails to kill them, it will add the Immortal-like state (let's call this KO-resisting boss state "Endure" to separate it from the Immortal State that you could apply to anyone using a skill) afterwards and only allow you to kill that enemy later by using the Finisher again. That's an issue, so what I would do is:

1) Also add a "Boss Enemy" state to each Boss monster at the start of value, at the same time you add the Endure state. Boss Enemy is a Priority 0 (hidden) state which has no effects; it is simply there to help you track stuff on the back end.
2) Instead of Adding the Immunity State as a feature of the skill, instead run a Common Event called "Re-Apply Endure" as a feature of the skill. Keep the damage formula exactly like @estriole recommended.
3) Create the Re-Apply Endure Common Event: This should check each of the 8 enemies (using 8 separate Conditional Branches) to see whether they have the Boss Enemy state Applied. Inside each Conditional Branch (which will run if the enemy has the Boss Enemy state), have the event command Add State: Endure.

This will make sure you are only re-applying the Endure state to Boss Enemies afterwards (in other words, they will only have the state after the skill if they already had it before the skill; and if this skill deals lethal damage, it will kill the enemy before the state is re-applied.

The other approaches listed above will not give you the behavior you're looking for. One will allow you to kill the boss if you've simply learned the skill (even if you don't actually use it); the other will not allow you to damage the boss at all with any skills besides the finisher.
yeah you're right... i forgot that :D. because it will add immortal state after the damage... it will make all other non immortal also become immortal.. so another approach to prevent this is maybe instead of adding immortal state using the effect box... just like you said... call common event instead..
 

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