Need to split an enemy in two when using a physical attack

GolfHacker

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So I'm looking through my old D&D monster manual, and I found an entry for a Black Pudding, which says: "They can be killed only by fire; other attacks (weapons or spells) only break them up into smaller puddings."

I'm trying to figure out how I could implement that. I'm using Yami's Battle Symphony and Yanfly's Battle Engine Ace.

The Enemy Transform option on the troop event page only allows me to do a one-to-one replacement. So that won't work.

I thought about adding a special state to the black pudding enemy, which I can then check for in my battle symphony action tags for physical attack skills. The problem I'm having is that I see no way to transform/replace the black pudding battler with 2 separate battlers.

I tried adding the 2 smaller enemies to the troop and marking them as "Appear Halfway", setting a switch in my battle symphony action tags when a physical attack skill is used, and then using the troop event page to make the 2 smaller enemies appear when the switch is on. However, apparently there is a bug in Battle Symphony because enemies marked as "Appear Halfway" are still displayed on the battlefield during the battle (even though they are not supposed to have appeared yet).

Has anyone else implemented an enemy that splits into two like this? Is there an existing script that does this?
 
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Farr

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I dont have that bug with the "Appear Halfway" and im using symphony + Yanfly Battle System.

Maybe you could try something with this;

himeworks.com/2013/03/08/enemy-reinforcements/

I tried to create something like the slime divide ability, I actually did, but i didint like it so i removed it.
 

GolfHacker

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Hm. I wonder if I broke the "appear halfway" behavior when I modified the Yami Battle Symphony and Holder Battlers scripts to support the Enter pose when the battle begins...

Anyway, I'll take a look at that Hime script. Thanks!

EDIT: Nope, wasn't my changes that broke the "appear halfway" behavior. I backed them out, and it still happens. Might be a combination of other scripts I'm using, like Selchar's Dynamic Holder Add-on, or perhaps some of the battle symphony settings that I'm using.

By the way, I got it sort-of working with the Enemy Reinforcement scripts. You're right, it doesn't look very good though. There are some weird things that happen. I'm bummed...
 
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MeowFace

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How about have the slime splits at each turn's end as long as the "original" slime isn't defeated?

The player will need to act quick before the battle is filled with slimes.

There's a limit of up to 8 enemies per battle so the multiply will stop as soon as it reaches 8 enemies in total.

This seems to be a way to cheat exp/items if there is no limit to the multiply system,

so the 8 enemies limit just seems to do the trick on stopping that.

To use, put this script below Material and above Main.

then use this script call in troop event to clone your slimes.

$game_troop.clone_enemy(N)N = the troop member's id in the troop's party (starting from 0)

Script:

http://forums.rpgmakerweb.com/index.php?/topic/45731-multiplying-enemies/

This script is using new methods,

so i don't think it will conflict with your other scripts.

Give it a try and let me know if you run into any trouble.

Might be able to pair the script call with damage formula in skill to make certain skill multiply the enemy. :p
 
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GolfHacker

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Nice script. Thanks for sharing it!

I did manage to get it working fairly smoothly with Hime's Enemy Reinforcement script yesterday. I had to make some modifications to Hime's script to allow me to better position the smaller slimes so they didn't overlap on subsequent splits, and I had to write a little custom script of my own so I could initiate things at the right time in the battle symphony action tags (i.e., when they are hit). It needs a few more tweaks, but overall I'm pretty happy with it now.

I can see some other uses for your script, though... like a fire elemental that multiples and spreads, or a shadow creature that divides itself.

I wasn't aware of the 8 enemy limit. Thanks for that info. I definitely need to keep that in mind when I'm setting up encounters.
 

MeowFace

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You're welcome!
 
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Nice one Meow! I dont use that battle system but I can see this very nice feature added. OUTSTANDING!!! ;)
 

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