The Bestiary (Entry #52: Battery Charger)

jonthefox

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what about "the element switcher" -an enemy that is immune to every element except one.  once you damage him with the element he's not immune to, he switches to a different element.   could add an animation or change the battler graphic every time he switches to correspond with the element he's vulnerable to.  
 

YoraeRasante

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Like Magus on Chrono Trigger, where he had a barrier that could only be broken with one element?
 

Lnik3500

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Cucco


This is very similar to the cuccos in the Zelda series. Remember when you could hit a Cucco as Link and when he had enough, these cuccos would just appear everywhere and deal massive damage to Link by attacking him from everywhere? This an idea based on them


Basically, it would act as an NPC in battle with a Graphic, then at any time, when enough damage is taken on it, it would spawn more copies of itself and only attack the one that last dealt damage


Example:


- 2 Goblins and 1 Cucco is in the Battle


- You attack the Cucco and deal 17 damage (he has 50 HP)


- You attack the Cucco again and deal 18 damage 


- Now that he is lower than 20 HP, the Cucco spawns 4 other Cuccos and they all get a buff, suddenly attacking the actor that last dealt damage (or enemy for more strategies) until the end of the battle or until they are dead.


- You killed 3 Cuccos, but these 2 Goblins still haven't been dealt with. So there's more trouble suddenly


NOTE: Cuccos don't need to be defeated to win a battle, only the other enemies.
 
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omen613

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what about "the element switcher" -an enemy that is immune to every element except one. once you damage him with the element he's not immune to, he switches to a different element. could add an animation or change the battler graphic every time he switches to correspond with the element he's vulnerable to.

Like Magus on Chrono Trigger, where he had a barrier that could only be broken with one element?


Yes Magus was a fun battle. I'll add this to the Bestiary soon

Cucco


This is very similar to the cuccos in the Zelda series. Remember when you could hit a Cucco as Link and when he had enough, these cuccos would just appear everywhere and deal massive damage to Link by attacking him from everywhere? This an idea based on them


Basically, it would act as an NPC in battle with a Graphic, then at any time, when enough damage is taken on it, it would spawn more copies of itself and only attack the one that last dealt damage


Example:


- 2 Goblins and 1 Cucco is in the Battle


- You attack the Cucco and deal 17 damage (he has 50 HP)


- You attack the Cucco again and deal 18 damage


- Now that he is lower than 20 HP, the Cucco spawns 4 other Cuccos and they all get a buff, suddenly attacking the actor that last dealt damage (or enemy for more strategies) until the end of the battle or until they are dead.


- You killed 3 Cuccos, but these 2 Goblins still haven't been dealt with. So there's more trouble suddenly


NOTE: Cuccos don't need to be defeated to win a battle, only the other enemies.


LOL Cuccos. I really like the idea of there being enemies that attack the player party and punish the party for attacking back and but they don't have to be killed to win. Thats a cool Design if balanced correctly. Can see quest battles where you have to win without killing any of the named enemies or fail.


thanks for the contribution to the Bestiary I'll add it soon.



Submitted by Jonthefox

Description: An Enemy that is immune to all damage except a certain element. When you damage it with its elemental weakness it changes to another random elemental weakness you now have to hit it with. Repeat until defeated to win.

Plugins Required: Yanfly's BuffStateCore

in this example we will have the Elemental Shifter alter between 3 elemental weakness: Fire, Thunder, and Ice. (You can have as many as you like)

Create a new Enemy called "Elemental Shifter - Fire"

Give it a graphic with like a red barrier around the enemy showing its weak to fire. (You can make all the graphics look alike if you want the current weakness to be a mastery the player has to figure out each time if you want)

Give it whatever skills and stats you want

Create a new Enemy Called "Elemental Shifter - Ice"

Give it a graphic with like a blue barrier around the enemy showing its weak to Ice

Give it whatever skills and stats you want

Create a new Enemy called "Elemental Shifter - Thunder"

Give it a graphic with like a yellow barrier around the enemy showing its weak to thunder

Give it whatever skills and stats you want

Create a new State called "Weak to Fire"

Make it 100% removed if damaged

in the traits give it Elemental Rate : Physical * 0

in the traits give it Elemental Rate : Ice * 0

in the traits give it Elemental Rate : Thunder * 0

in it's Note Box put:

<Custom Apply Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
// Set X to Enemy ID of "Elemental Shifter - Fire"
var transformEnemyId = x;
// Transform the user.
user.transform(transformEnemyId);
}
</Custom Apply Effect>



<Custom Remove Effect>
// replace 2 with how many other different Elemental Shifter forms there are besides the current one
var random = Math.floor((Math.random() * 2) + 1);
// go through all possible forms
if (random === 2) {
// set X to state ID of "Weak to Ice" (See below)
user.addState(x);
}
else if (random === 1) {
// set X to state ID of "Weak to Thunder" (See below)
user.addState(x);
}
</Custom Remove Effect>


*** Change all values of X to the description above***



Create a new State called "Weak to Ice"

Make it 100% removed if damaged

in the traits give it Elemental Rate : Physical * 0

in the traits give it Elemental Rate : Fire * 0

in the traits give it Elemental Rate : Thunder * 0

in it's Note Box put:

<Custom Apply Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
// Set X to Enemy ID of "Elemental Shifter - Ice"
var transformEnemyId = x;
// Transform the user.
user.transform(transformEnemyId);
}
</Custom Apply Effect>


<Custom Remove Effect>
// replace 2 with how many other different Elemental Shifter forms there are besides the current one
var random = Math.floor((Math.random() * 2) + 1);
// go through all possible forms
if (random === 2) {
// set X to state ID of "Weak to Fire" (See above)
user.addState(x);
}
else if (random === 1) {
// set X to state ID of "Weak to Thunder" (See below)
user.addState(x);
}
</Custom Remove Effect>


*** Change all values of X to the description above***



Create a new State called "Weak to Thunder"

Make it 100% removed if damaged

in the traits give it Elemental Rate : Physical * 0

in the traits give it Elemental Rate : Fire * 0

in the traits give it Elemental Rate : Ice * 0

in it's Note Box put:

<Custom Apply Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
// Set X to Enemy ID of "Elemental Shifter - Thunder"
var transformEnemyId = x;
// Transform the user.
user.transform(transformEnemyId);
}
</Custom Apply Effect>



<Custom Remove Effect>
// replace 2 with how many other different Elemental Shifter forms there are besides the current one
var random = Math.floor((Math.random() * 2) + 1);
// go through all possible forms
if (random === 2) {
// set X to state ID of "Weak to Fire" (See above)
user.addState(x);
}
else if (random === 1) {
// set X to state ID of "Weak to Ice" (See above)
user.addState(x);
}
</Custom Remove Effect>


*** Change all values of X to the description above***



Put one of the the newly created Elemental Shifters into a Troop

Create a Troop Event with turn condition 0 x 0 + X so it goes off at the start of battle

in the event page inflict the Elemental Shifter with its current weakness state (Example: Elemental Shifter - Fire needs to be inflicted with state "Weak to Fire")



Submitted by Lnik3500

Description: An enemy you don't have to defeat to win the battle. This enemy will attack the player party but attacking this enemy back results in punishment to the player. They could be Explosive Crates that explode and hurt the player party if destroyed or a quest enemy where you have to win X battles without killing the Cucco.

Required Plugins: yanfly's BuffStateCore + yanfly's StateCatagories


Create a new State called "Cucco"

Go to Traits and make it 100% Resist Knockout (State 1)

in its note box put:

<Category: Group Defeat>

<Custom Regenerate Effect>
var life = 0.0
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && user.isAlive() && user.hpRate() <= life) {
// Set X to the Common Event ID you want to run on its defeat (See below)
$gameTemp.reserveCommonEvent(x);
// Set X to the State ID of "Cucco" (this state)
user.removeState(x);
}
</Custom Regenerate Effect>


<Custom Respond Effect>
var life = 0.0
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && user.isAlive() && user.hpRate() <= life) {
// Set X to the Common Event ID you want to run on its defeat (See below)
$gameTemp.reserveCommonEvent(x);
// Set X to the State ID of "Cucco" (this state)
user.removeState(x);
}
</Custom Respond Effect>

Create a new Common Event in the Database and call it "Cucco defeat"

Put whatever punishment you want to happen when the player kills the Cucco in the Event Page

Could be to turn on a switch and a text box saying that they failed the quest.

Could be you make multiple enemies appear in the battle that were hidden

in the Enemy Troop you can right click on any enemy and click the pop up that says "Appear Halfway"

this makes them invisible during battle as if they weren't even there (Players can attack them, they can't do any skills nothing)

on page 3 of the event list there is a battle option called "Enemy Appear" where you can select which enemy in the Troop will appear if they are flagged to appear halfway and now they are part of the battle.


Could be you lower all the party team's HP by 50%

whatever fits your design.

Create a new Enemy and call it "Cucco"

give it whatever stats and skills you want

Put "Cucco" in a Enemy Troop

Create a new troop event with condition of turn 0 x 0 + 0 so it goes off at the start of battle

in the event page inflict the Enemy "Cucco" with the State "Cucco"



Description: Whoever defeats this enemy gets takes damage or gets inflicted with a negative state.

Plugins Required: Yanfly's BuffStateCore + Yanfly's AutoPassiveState

Create a new State called "Rattlesnake"

Make it resist the knockout state in the traits box

in its note box put:

<Custom Respond Effect>
var life = 0.0
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && target.isAlive() && target.hpRate() <= life) {
// get damage vaule to inflict on user
var damage = user.atk * 3
// Set X to whatever animation ID you want to show resurrecting the user..
user.startAnimation(59);
// Deal damage to the user who killed this enemy
user.gainHp(-damage);

// Remove this state so immortal wears off
target.removeState(x);
}
</Custom Respond Effect>

*** Alter the Red text above to whatever you want to happen when this enemy dies.***



You can inflict a state with

user.addState(x) (change x to the state ID)

You can call a common event with

$gameTemp.reserveCommonEvent(x); (change x to the Common Event ID)


Create a new enemy and in its note box put

<Passive State: x> (change x to "Rattlesnake" state ID)



Description: Enemy that has 3 Shadow Clones. Each Shadow Clone has 1 HP but absorbs 100% of all incoming damage before it pops. The key to defeating this enemy is to use Multi Strike attacks to eat up all the shadow clones swiftly. This enemy can never be defeated by 1 hit. It takes at least 4 hits to defeat.

Required Plugins: Yanfly's BuffStateCore

Create a new enemy called "3 Clones"

Give this enemy a graphic of a man with 3 shadow clones around him.

Give it 1 HP

and give it whatever skills you want.

Create a new enemy called "2 Clones"

Give this enemy a graphic of a man with 2 shadow clones around him.

Give it 1 HP

and give it whatever skills you want.

Create a new enemy called "1 Clone"

Give this enemy a graphic of a man with 1 shadow clone next to him.

Give it 1 HP

and give it whatever skills you want.

Create a new enemy called "No Clones"

Give this enemy a graphic of a man without any clones

Give it 1 HP (gets weird later if you give him more HP then the clones had only if you wish for him to get the clones back. If he never gets the clones back then give him however much HP you want.)

and give it whatever skills you want.


(Optional) You can give this enemy a skill that inflicts the user with the state "3 Clones" (see below) to give this enemy all his clones back.


Create a new State called "3 Clones"

In traits make it resist Knockout State (state 1)

in the note box put :

<Custom Apply Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
// Set X to the Enemy ID of "3 Clones"
var transformEnemyId = x;
// Transform the enemy.
user.transform(transformEnemyId);
}
</Custom Apply Effect>


<Custom Regenerate Effect>
var life = 0.0;
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && user.isAlive() && user.hpRate() <= life) {
// Set x to the State ID of "2 Clones" (See Below)
user.addState(x);
// Change 1 to whatever HP the Clones have
user.gainHp(1);
// Set x to the State ID of "3 Clones" (this state)
user.removeState(x);
}
</Custom Regenerate Effect>


<Custom Respond Effect>
var life = 0.0;
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && target.isAlive() && target.hpRate() <= life) {
// Set x to the State ID of "2 Clones" (See Below)
target.addState(x);
// Change 1 to whatever HP the Clones have
target.gainHp(1);
// Set x to the State ID of "3 Clones" (this state)
target.removeState(x);
}
</Custom Respond Effect>



*** Be sure to set all X values to their descriptions above ***



Create a new State called "2 Clones"

In traits make it resist Knockout State (state 1)

in the note box put :

<Custom Apply Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
// Set X to the Enemy ID of "2 Clones"
var transformEnemyId = x;
// Transform the enemy.
user.transform(transformEnemyId);
}
</Custom Apply Effect>


<Custom Regenerate Effect>
var life = 0.0;
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && user.isAlive() && user.hpRate() <= life) {
// Set x to the State ID of "1 Clones" (See Below)
user.addState(x);
// Change 1 to whatever HP the Clones have
user.gainHp(1);
// Set x to the State ID of "2 Clones" (this state)
user.removeState(x);
}
</Custom Regenerate Effect>


<Custom Respond Effect>
var life = 0.0;
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && target.isAlive() && target.hpRate() <= life) {
// Set x to the State ID of "1 Clones" (See Below)
target.addState(x);
// Change 1 to whatever HP the Clones have
target.gainHp(1);
// Set x to the State ID of "2 Clones" (this state)
target.removeState(x);
}
</Custom Respond Effect>



*** Be sure to set all X values to their descriptions above ***



Create a new State called "1 Clones"

In traits make it resist Knockout State (state 1)

in the note box put :

<Custom Apply Effect>
// Check if the user is an enemy.
if (user.isEnemy()) {
// Set X to the Enemy ID of "1 Clone"
var transformEnemyId = x;
// Transform the enemy.
user.transform(transformEnemyId);
}
</Custom Apply Effect>


<Custom Regenerate Effect>
var life = 0.0;
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && user.isAlive() && user.hpRate() <= life) {
// Set X to the Enemy ID of "No Clones"
var transformEnemyId = x;
// Transform the enemy.
user.transform(transformEnemyId);
// Change 1 to whatever HP the enemy "No Clones" has
user.gainHp(1);
// Set x to the State ID of "1 Clones" (this state)
target.removeState(x);
}
</Custom Regenerate Effect>


<Custom Respond Effect>
var life = 0.0;
// Check if the player is in battle, the target is alive, and the HP rate is under the right amount.
if ($gameParty.inBattle() && target.isAlive() && target.hpRate() <= life) {
// Set X to the Enemy ID of "No Clones"
var transformEnemyId = x;
// Transform the enemy.
target.transform(transformEnemyId);
// Change 1 to whatever HP the enemy "No Clones" has
target.gainHp(1);
// Set x to the State ID of "1 Clones" (this state)
target.removeState(x);
}
</Custom Respond Effect>


*** Be sure to set all X values to their descriptions above ***



Create a new Troop and put enemy "No Clones" in it

Create a Troop Event with turn condition of 0 x 0 + X so that it goes off on turn 1

In the event page inflict Enemy "No Clones" with State "3 Clones"

Loose Limbs Zombie

Enemy is a Zombie with a graphic of the enemy's arms and legs spread out as if the Enemy was doing a jumping jack exercise. Whenever this enemy is damaged first its arms fall off, next time its hit its head falls off, next time it is hit both its legs fall off, and the final hit will destroy its torso killing it completely.

"Just a flesh wound" - Dark Knight from Monty Python and the Holy Grail



Description: An enemy that splits into two enemies when it is defeated. And those two enemies each split into two more enemies when they are defeated.

Required Plugins: Yanfly's AnimatedSideviewEnemies

Create a new Enemy and call it "Grandma"

Give it whatever stats and skills you want.

in its note box put something like:

<Scale Sprite: 300%>

Set it to whatever scale you want

Create a new Enemy and call it "Mother"

Give it whatever stats and skills you want (probably be good to make it less than "Grandma's" stats)

in its note box put something like:

<Scale Sprite: 100%>

Create a new Enemy and call it "Child"

Give it whatever stats and skills you want (probably be good to make it less than "Mother's" stats)

in its note box put something like:

<Scale Sprite: 50%>

Create a new Enemy Troop

Add the "Grandma" enemy in the center of the enemy troop area.

Add a "Mother" enemy to the right side of the "Grandma" enemy

Add another "Mother" enemy to the left side of the "Grandma Enemy"

Right Click on both "Mother" enemies and select "Appear Halfway"

Add a "Child" enemy above the first "Mother" enemy

Add a "Child" enemy below the first "Mother" enemy

Add a "Child" enemy above the second "Mother" enemy

Add a "Child" enemy below the second "Mother" enemy

Right Click on all "Child" enemies and select "Appear Halfway"

Create a Troop Event Page with turn condition 0 x 0 + X so that it goes off at the start of the battle

in the event page inflict the "Grandma" enemy with the state "Immortal"

Create Another Troop Event Page with condition of Enemy "Grandma" HP < 0 %

in the event page make the first "Mother" appear

then make the second "Mother" appear

then remove state "Immortal" from enemy "Grandma"

Then add state "Immortal" to both of the Enemy "Mothers"

Make another Troop Event Page with condition of the first Enemy "Mother" HP < 0%

in the event page make the first and 2nd "Child" enemies appear

then remove state "Immortal" from first enemy "Mother"

Make another Troop Event Page with condition of the second Enemy "Mother" HP < 0%

in the event page make the third and fourth "Child" enemies appear

then remove state "Immortal" from second enemy "Mother"
 
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Lnik3500

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I'm on a roll today :p  


I have some new suggestions again, I just love the idea of this topic :)  


DARKNUT


Again in the Zelda franchise (specially Wind Waker), you have the possibility to disarm your enemy when you counter, so I wanted to see something similar in your Bestiary.


Example:


- 1 Darknut


- He gives you a tough fight with his sword and shield


- At one of his attacks, you manage to counter it and disarm his sword or shield, giving a better advantage to the fight


- You finally beat him because of that counter that helped you in battle.


NOTE: His skills from the sword has been sealed after he had no swords to fight, and for the shield too.


I have a feeling that my idea can be done with events, but the goal of this topic is to give ideas on enemy design :p  I think... 
 

YoraeRasante

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That could probably be done by transforming him when his hp gets low...
I mean, I didn't get far in WW yet, but in TP it loses its armor through damage, becoming more fragile and a bit weaker but not by much, and much faster... I mean, the counter idea is good in a game with a counter system, but in most others it is a luck-based thing for the player and that would make the enemy a luck-based one too.
 

omen613

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I'm on a roll today :p  


I have some new suggestions again, I just love the idea of this topic :)  


DARKNUT


Again in the Zelda franchise (specially Wind Waker), you have the possibility to disarm your enemy when you counter, so I wanted to see something similar in your Bestiary.


Example:


- 1 Darknut


- He gives you a tough fight with his sword and shield


- At one of his attacks, you manage to counter it and disarm his sword or shield, giving a better advantage to the fight


- You finally beat him because of that counter that helped you in battle.


NOTE: His skills from the sword has been sealed after he had no swords to fight, and for the shield too.


I have a feeling that my idea can be done with events, but the goal of this topic is to give ideas on enemy design :p  I think... 




Maybe Captain Counter, Deku Shrub, or the Grappler might be worth checking out to fit your needs.


Could just add a state to the DarkNut that gives him high DEF that needs to be removed from maybe a character skill.


Have to agree with Waterguy that what you described sounds very battle system specific.


The Bestiary assumes the player is using the default battle system. 
 

Lnik3500

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Maybe Captain Counter, Deku Shrub, or the Grappler might be worth checking out to fit your needs.


Could just add a state to the DarkNut that gives him high DEF that needs to be removed from maybe a character skill.


Have to agree with Waterguy that what you described sounds very battle system specific.


The Bestiary assumes the player is using the default battle system. 
Sorry :p  


I'll try better design ideas next time.


What I meant though is when an actor counters the attack of the enemy, it would lose some skills that is related to the weapon that was lost. But I must admit that this idea was poor... I'll try better ;)  
 

YoraeRasante

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The idea of losing skills when losing the weapon can be done with some Steal plugins though. Maybe they can be adapted for some Break skill like Final Fantasy Tactics too... Easier to break than to steal, but broken things are lost instead of ending with you.


...But that is for another topic, I think.
 
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Lnik3500

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The idea of losing skills when losing the weapon can be done with some Steal plugins though. Maybe they can be adapted for some Break skill like Final Fantasy Tactics too... Easier to break than to steal, but broken things are lost instead of ending with you.


...But that is for another topic, I think.
Yes... but I won't give up now and try a different one!


BABY DODONGO


"They burrow deep into the ground and emerge to attack Link when he comes near them. They are relatively easy enemies, requiring only one swordstrike to defeat—although their leaping attack is notably able to bypass Link's guard by hitting him above his shield. After a Baby Dodongo has been defeated, it will self-destruct. This can be used to Link's advantage, as the blasts can destroy breakable walls in the Dodongo's Cavern and damage nearby enemies." (taken from Zelda Wikia)


How to adapt to Turn-based combat:


- They would be fast enemies that deals poor damage and is very weak


- Ignores Defense


- Activates a Skill when defeated called "Explosion", dealing massive damage to the one that killed it.


I don't know if this idea is better than my last one, but I just love the Zelda franchise and I try to give some ideas from the game to you :p  


If you don't like it, I'll just try with another one until you are satisfied with a good enemy idea! ;)  
 

YoraeRasante

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Oh, I'm a fan of Zelda too. I just didn't get far in Wind Waker. Got stuck in the boomerang dungeon...


This entry reminds me of Monster Hunter 4's Zamites.


They are weak, but they can get attached to the player like a leech, sucking their blood. And if they suck enough, or enough time passes, they grow into a bigger, stronger form.


And talking about Zamites, it takes us to their Alpha. the boss-like Zamtrios.


They have three forms, their normal one, their naturally generated ice armor - including sharp parts for improved attack - and their blob form that is less resistant to damage, but it rolls fast and jumps on top of a large area.


Oh yeah, I forgot, it can burrow on the ground, still attacking with the fin on top of its body or by jumping out of it and biting, and has an ice lazer.
 
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Kes

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@omen613 and @Lnik3500


Please do not quote whole posts simply to indicate who you are replying to.  It makes scrolling down the page much slower, particularly for anyone who is accessing this on their phone.  If you want to make it clear who you are answering, just use the @username convention as I have done in this post.


Thanks
 

Lnik3500

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sorry @ksjp17 we'll try to be more careful from now on :p  
 

omen613

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@ksjp17


Sorry


@Lnik3500


Try combining the Deku Shrub with the Rattlesnake. One of the Deku forms can show the Baby Dodongo underground and the other form above ground attacking. Give the Rattlesnake state to the form that is above ground to blow up on whoever defeats it.


@Waterguy


Those Zamites sound cool (never played Monster hunter)




Could create them similarly with Yanfly's SkillCooldown + Yanfly's InstantCast plugins


Create a skill that transforms the user into the bigger stronger form (damage formula "a.transform(x);0" where x is the enemy ID) and in the transform skill notebook put


<instant>


<Cooldown: 99>


and in the enemy note box put


<Skill x Warmup: +y> where X is the transform skill and Y is how many turns till they transform


Give them the transform skill with a 9 rating


Then give them a drain HP skill (with 1 rating) they use for the first Y turns so its like they are growing from sucking your blood.


as for the Zamtrios that sounds like you can modify the Deku Shrub to still have an attack skill while in immune to damage form (underground with a fin sticking up)
 
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Lnik3500

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@omen613 I just saw your Divider enemy and it seems cool :)  


I would like to know if I can make an enemy that fuses together with a skill


Example:


- Small Slime A and Small Slime B appears


- They use a skill called "Fusion", which combines the two of them to create "Powerful Slime" 


So I would like to know how I can achieve this based on your Divider
 

omen613

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- Small Slime A and Small Slime B appears


- They use a skill called "Fusion", which combines the two of them to create "Powerful Slime"


Check out the new enemy entry "Fusion Enemy"



Description: An enemy that fuses with another enemy to become one brand new enemy.

There are two ways to go about this. (1) the Fusion Enemy fuses with any other enemy to become a certain new enemy. (2) the Fusion Enemy fuses with with another enemy and becomes a new enemy depending on what enemy was fused with.

**Doing Option (1)**

Required Plugins: Yanfly's SkillCore + Yanfly's SelectionControl

Create a new Skill and call it "Fusion"

have it target an ally.

in the damage formula put "a.transform(x);b.hp" **Where X is the enemy ID of the enemy you want to transform into after the fusion is complete.**

in the note box put:

<Custom Requirement>
// Get the group that the user belongs to.
var group = user.friendsUnit();
// Get the alive members of the group.
var allies = group.aliveMembers();
// Check to see if there are more than 1 allied members (user + ally).
value = allies.length > 1;
</Custom Requirement>


**This custom requirement makes sure there is another enemy to fuse with**


Create a new State called "No Target"

in its note box put:

<Cannot Select: Skill x>

change X to the Skill ID of "Fusion"

Create a new enemy called "Fusion Enemy"

give it the skill "Fusion" with whatever rating and conditions fit your design.

Be sure to give it another skill to use incase there is no other enemy to fuse with as well.

in the enemy's note box put:

<Passive State: x>

change X to the State ID of "No Target" so it can't accidentally target itself for the fusion.

Create a new troop and add "Fusion Enemy" and any other enemies with it.

(Optional) if there are enemies you don't want the "Fusion Enemy" to be able to fuse with:


Go to that Enemy's note box and put:


<Passive State: x>


change X to the State ID of "No Target" so it can't be targeted by the "Fusion" skill


***Special Note***



If you have more than one "Fusion Enemy" in a troop and want them to be able to fuse with each other then repeat the processes above with a second set of skills and stats IDs otherwise they won't be able to target each other if they are using the exact same skill IDs



***Doing Option (2)***



Required Plugins: Yanfly's AutoPassiveStates + Yanfly's BuffStateCore + Yanfly's Battle Extensions 1 + Yanfly's SkillCore

in this example we are going have the Fusion Enemy be able to transform into two different kinds of forms based on which of two enemies it fused with. A Fire enemy and a Ice Enemy.

Create a new Enemy called "Ice Enemy"

Create a new Enemy called "Fire Enemy"

Create a new Enemy called "Super Fire Enemy"

Create a new Enemy called "Super Ice Enemy"

and now.....

Create a new State called "Fuse with Ice"

in its note box put:

<Custom Apply Effect>
// Set x to the Enemy ID of "Super Ice Enemy"
var transformEnemyId = x;
// Transform the user.
user.transform(transformEnemyId);
// Set X to the the state ID of "Fuse with Ice" (this state)
user.removeState(x);
</Custom Apply Effect>

Create a new State called "Fuse with Fire"

in its note box put:


<Custom Apply Effect>
// Set x to the Enemy ID of "Super Fire Enemy"
var transformEnemyId = x;
// Transform the user.
user.transform(transformEnemyId);
// Set X to the the state ID of "Fuse with Fire" (this state)
user.removeState(x);
</Custom Apply Effect>


Create a new State called "Fire Enemy"


Create a new State called "Ice Enemy"


and now....

Go back to the enemy called "Fire Enemy"

in it's note box put:

<Passive State: x> where x is the state ID of "Fire enemy"

Go back to the enemy called "Ice Enemy"

in it's note box put:

<Passive State: x> where x is the state ID of "Ice enemy"

Create a new Skill called "Super Fusion"

have it target 1 ally

in the damage formula put "b.hp" so the target will die

in the note box put:

<Custom Requirement>
// Get the group that the user belongs to.
var group = user.friendsUnit();
// Get the alive members of the group.
var allies = group.aliveMembers();
// Check to see if there are more than 1 allied members (user + ally).
value = allies.length > 1;
</Custom Requirement>

<target action>
if target.isStateAffected(x) (change x to the State ID of "Ice Enemy"
action effect
Add STATE x: user (change x to State ID of "Fuse with Ice")
BREAK ACTION
else
end
if target.isStateAffected(x) (change x to the State ID of "Fire Enemy"
action effect
Add STATE x: user (change x to State ID of Fuse with Fire)
BREAK ACTION
else
end
</target action>

Create a new State called "Super fusion no target"


in its note box put:

<Cannot Select: Skill x> (change x to the Skill ID of "Super Fusion")

Create a new Enemy called "Super Fusion Enemy"

give it the skill "Super Fusion" with whatever rating and conditions fit your design

Give it another skill to use incase there are no other enemies to fuse with

in it's note box put:

<Passive State: x> (change x to the State ID of "Super Fusion No target")

Create a new Troop

add enemy "Super Fusion Enemy"

add enemy "Fire Enemy"

add enemy "Ice Enemy"

(Optional) if your troop as more enemies in it besides "Fire Enemy" and "Ice Enemy" be sure to go to those enemies note box and add


<Passive State: x> (change x to the State ID of "Super Fusion No target")

so that they can't be targeted by the "super fusion" skill
 
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YoraeRasante

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@omen613 I just saw your Divider enemy and it seems cool :)  


I would like to know if I can make an enemy that fuses together with a skill


Example:


- Small Slime A and Small Slime B appears


- They use a skill called "Fusion", which combines the two of them to create "Powerful Slime" 


So I would like to know how I can achieve this based on your Divider
This reminds me of a pair of enemies in Chrono Trigger. As long as there was one Alcaline and one Base enemy they could use a Chemical Combination explosive skill.


They could even both use it with no problem every turn, but if we wanted we could give the one that did not a global cooldown I guess?
 

Lnik3500

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This is more or less out of context, but how would you change the graphic of an enemy when applied with a state? Nothing more and nothing less...


If I were to give it an example, it would a Skill to the Flying Dragon called "Fly" where he would just simply have a different Graphic while in that state.


What do you think?
 

omen613

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This is more or less out of context, but how would you change the graphic of an enemy when applied with a state? Nothing more and nothing less...


If I were to give it an example, it would a Skill to the Flying Dragon called "Fly" where he would just simply have a different Graphic while in that state.


What do you think?




Make a new state called "Flying"


make it auto remove in like 2~3 turns which will turn the enemy back into its original form. 


in the note box put:


<Custom Apply Effect>


// Check if the user is an enemy.


if (user.isEnemy()) {


// Archive the previous enemy ID.


user._prevEnemyId = user._enemyId;


// Set x to the enemy ID of the enemy with the flying graphic


var transformEnemyId = x;


// Transform the user.


user.transform(transformEnemyId);


}


</Custom Apply Effect>


<Custom Remove Effect>


// Check if the user is an enemy.


if (user.isEnemy()) {


// Retrieve the archived enemy ID.


var transformEnemyId = user._prevEnemyId;


// Transform the enemy back.


user.transform(transformEnemyId);


// Clear the archived data.


user._prevEnemyId = undefined;


}


</Custom Remove Effect>


 be sure to set X to the enemy with the flying graphic.


As jonthefox posted for the "Flying Dragon" enemy be good to give them 100% physical evasion to give the feeling of flight and how the player has to be use magical/ranged skills to damage the flying enemy. 
 
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Kes

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@omen613 Please don't quote whole posts to indicate who you are answering, it makes scrolling down the page slow especially for those who are accessing this on their phones. If you want to make it clear who you are answering use the @username conconvention as I have done with this post. 
 

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