The Bestiary (Entry #52: Battery Charger)

omen613

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Oops sorry again.


Today I'll post an example of a Jailer and a Deku Shrub


Example of a Jailer: The Charmer


This enemy at the start of the battle confuses a random ally instead of incapacitating them like the default jailer. They remained confused, attacking their allies each turn with a basic attack until the Charmer is defeated. Simply alter the Jailer's "Jailed" state (or make a new one) and set the restriction to "attack allies" and make it last until end of battle.


Example of a Deku Shrub: The Tank


Required Plugins: yanfly's Taunt + yanfly's AutoPassiveState


This enemy shifts from Defensive Form and Attack Form. His defensive form is immune to all damage and taunts all physical attacks protecting all the other Enemies until next turn where he shifts to Attack form where he and all other enemies can be damaged normally. If your unfamiliar with how yanfly's "Taunt Plugin" works yanfly has a very useful video explaining how to set it up taunt plugin


Then go to the "The Tank's Defensive Form" note box and put:


<passive state: x>    where X is the physical taunt state you created. 
 

Lnik3500

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ELEMENTAL SLIME


This is exactly as it sounds like (I think?). When this enemy is hit with an elemental attack, his form would change to match the element he was hit with.


Example:


- 1 Normal Slime


- You use Fire II with Fire Element


- The Slime gets burnt, then turns into a Fire Slime!


- He gets hit with a Water Element, and now turns into a Water Slime!


I recommend using AEkashics's Slime with the different elements to get it done as different enemies.


Hope I was helpful :p  
 

omen613

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Sorry for the late response, been a busy few days.


Introducing the newest entry to the Bestiary!




Submitted by Lnik3500

Description: Whenever this enemy is hit by a elemental attack it changes forms depending on the element of that attack.

This was created by tweaking Yanfly's Adapting Armor Tips and Tricks Video

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

in this example we are going to have an enemy that changes forms based on the elements of Fire, Ice, Thunder, Water, Earth, Wind, Light, and Dark. If the enemy is hit by a physical element then it will not change form.

Create a new enemy called "Fire Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new enemy called "Ice Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new enemy called "Thunder Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new enemy called "Water Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new enemy called "Earth Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new enemy called "Wind Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new enemy called "Light Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new enemy called "Dark Enemy"

in its note box put:

<Passive State: x> where x is the state ID of "Adapting Element" (see below)

Create a new state called "Adapting Element"

in it's note box put:

<Custom Respond Effect>
// Check if the target received HP damage.
if (target.result().hpDamage > 0) {
// Get all of the elements used for this attack.
var elements = this.getItemElements();
// Loop through all the elements.
while (elements.length > 0) {
// Get the current element.
var element = elements.shift();
// Reset the default form.
var form = 0;
// If the current element ID is 2 (Fire)...
if (element === 2) {
// ...then set X to enemy ID of "Fire Enemy"
form = x;
// If the current element ID is 3 (Ice)...
} else if (element === 3) {
// ...then set X to the enemy ID of "Ice Enemy"
form = x;
// If the current element ID is 4 (Thunder)...
} else if (element === 4) {
// ...then set x to the enemy ID of "Thunder Enemy"
form = x;
// If the current element ID is 5 (Water)...
} else if (element === 5) {
// ...then set X to the enemy ID of "Water Enemy".
form = x;
// If the current element ID is 6 (Earth)...
} else if (element === 6) {
// ...then set X to the enemy ID of "Earth Enemy"
form = x;
// If the current element ID is 7 (Wind)...
} else if (element === 7) {
// ...then set X to the enemy ID of "Wind Enemy"
form = x;
// If the current element ID is 8 (Light)...
} else if (element === 8) {
// ...then set X to the enemy ID of "Light Enemy"
form = x;
// If the current element ID is 9 (Dark)...
} else if (element === 9) {
// ...then set X to the enemy ID of "Dark Enemy"
form = x;
}
// If the state is a positive number...
if (form) {
// ...then add the state to the target.
target.transform(form);
// And play animation X on target to show transformation.
target.startAnimation(x);
}
}
}
</Custom Respond Effect>


*** Set all X values to the correct value as described above***



Then put any of the forms in a battle troop (doesn't matter which one they will all transform when hit by an element. just pick the starter form)






Questions for the viewers:


What is your favorite Bestiary entry to date?


Have you made a variation of any of the entries? (would love to hear them)
 
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Pine Towers

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I love The Deku Scrub specially because of its name.


I wonder how can I improve The Jailer concept, generating The Succubus - it grapples/stuns the actor and deal massive damage each turn to the affected actor, but doing nothing to everyone else. Could work two ways: Everlasting Hug, doing this until one of them is dead, or Heart Breakup, where the state is undone if the monster receives X amount of damage.


Your work is great, keep it up!
 

Milennin

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What is your favorite Bestiary entry to date? 


Have you made a variation of any of the entries? (would love to hear them)


Hard to pick a favourite from that list, because there are a good number of good ones, but I might have to go with Gargoyle.


I noticed how many of these, or variations of them I already have in my games when I went through that list, lol.


My contributions (I'll leave the naming up to you):


The enemy raises a flame shield, and then increases all of the player characters' strength for a turn. In addition, he also removes their ability to use skills that turn. Attacking into the flame shield results in the character taking damage and getting inflicted by burn, but their attack will deal increased damage thanks to the strength buff. Basically, it gives the player the choice between dealing increased damage for a turn but at the cost of getting hurt, or waiting it out a turn.


The next is an enemy with a two-turn staged skill. First, the enemy invites the player to attack him.


If the player does attack the enemy, and the enemy lives through it, the enemy restores back all the HP it lost that turn.


If the player ignores the enemy, the enemy will strike with a devastating attack.


The best way of dealing with this is to hit it with one low attack and then focus attention onto the other enemies on the field, unless you can muster the damage to kill it before it can activate its restore.
 

jonthefox

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Idea:  the gelatinous cube


if you attack it, your weapon gets stuck inside.    So if you physically attack this enemy, you either have your weapon become unequipped, or, if this is too hard to script--just have the player become inflicted with a state that severely lowers your ATK until that enemy is killed (or again, if it's easier, just for the remainder of the battle).
 

omen613

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Thanks for the Feed Back


I like your Succubus design. Thanks for sharing. I'll add it to the Jailer section of the OP


How to make "The Succubus" in RPG Maker MV:

Required Plugins: Yanfly's BattleAICore


Create a new state called "Succubus"


**have it auto remove at the end of the battle (important)**


Give it a restriction of "Cannot Move"


Create a new skill called "Love at First Sight"


Have it target 1 enemy and inflict the state "Succubus" 100%


Create a new skill called "Lover's Embrace"


have it target 1 enemy and deals however much damage you want.


Create a new enemy called "Succubus"


***if your using yanfly's taunt plugin be sure this enemy bypasses taunt**


in the Succubus' note box put:


<AI Level: 100>


<AI Priority>


// change State 275 to the state ID of "Succubus" and Skill 169 to the Skill ID of "Lover's Embrace"


State === State 275: Skill 169, random


// change State 275 to the state ID of "Succubus" and Skill 168 to the Skill ID of "Love at First Sight"


State !== State 275: Skill 168, random


</AI Priority>


**Be sure to set the correct values above as described above**


Put the succubus in a Battle Troop


Create a Troop Event with condition of Enemy Succubus HP 0% or below


in the event page remove the state "Succubus" from the entire player party.


finished





@Milennin


Gargoyle turned out pretty flavorful glad you liked it


Not one but two contributions to the Bestiary. I thank you.


Your first design looks like a cool variation of "The Grappler" entry. Punishing players who physically attack him. I like how you jeer the player with bonus damage causing them to act differently then when facing an ordinary "Grappler". Very nice. Let's call him "Jeering Grappler"


How to make "Jeering Grappler" in RPG Maker MV:

Same steps as "The Grappler" with an additional new skill


Create a new skill called "Bad Mouth Your Mothers"


have it target all enemies


and in the effects box go to the Param tab


give add buff ATTACK for 1 turn


give it a 2nd add buff ATTACK for 1 turn


giving 2 buffs will increase damage output by 50% (the natural BUFF CAP)


Create a new enemy called "Jeering Grappler"


Give it the same counter settings as "The Grappler"


Give the "Jeering Grappler" only one skill "Bad Mouth Your Mothers"


Be sure to give "Jeering Grappler" high AGI so it goes at the start of the turn applying the attack buff to the player party.



Your second design is a cool one that requires a party member to babysit them until the group is ready to take him out. Think it deserves it's own entry. I'll see if i can add it in soon.


thanks again for all your submissions @Pine Towers and @Milennin


Hope to hear more!



Submitted by Milennin

Description: A slow enemy that usually acts at the end of the turn dealing heavy damage. But if you damage it that turn, instead it will heal itself back to 100% HP instead of attacking that turn. Full heavy attacks from the whole party are required to defeat the Paladin in one turn. You can save the Paladin for last by having one player character deal a small amount of damage to it each turn while the rest of the Party deals with the other enemies first.

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

Create a new state called "Full Heal Trigger"

have it auto remove itself in 1 turn.

Create a new State called "Holy Knight Start"

in its note box put:

<Custom Respond Effect>
// Check if the target received HP damage.
if (target.result().hpDamage > 0) {
// set x to the state ID of "Full Heal Trigger"
target.addState(x);
}
</Custom Respond Effect>


**Be sure to set the X value to the correct one as described above**



Create a new skill called "Full Heal"

have it target the user and Restore HP

in the damage formula put "b.mhp"

Create a new skill called "Holy Strike"

have it deal heavy damage to a single/all target.

Create a new enemy called "Holy Knight"

give it very low AGI so that it acts at the end of each turn

give it the skill "Full Heal" with a rating of 9 and a condition of State "Full Heal Trigger"

Give it the "Holy Strike" skill with a rating of 1 and a condition of always.

in its note box put

<Passive State:x>

where X is the state ID of "Holy Knight Start"

Toss him in a Enemy Troop
 
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omen613

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Yes this is a great variation to the Grappler! Hitting the cube would cause it to counter any physical attack and inflict a debuff on the the attacker that dramatically reduced it's damage.


Introducing



Description:
Fans of the Pokemon games remember this annoying enemy. Every other turn this enemy puts the whole player team to sleep. In-between those turns it will attack a random target awakening them from their sleep due to being damaged. The player team has to get creative to prevent the sleep ability (like poisoning themselves) to take down this nasty beast.

Suggested Plugin: Yanfly's SkillCooldowns

**In this example we assume the Sleep state is removed when dealt damage 100% of the time in the state settings***

Create a new skill called "Lullaby"

have it target all enemies

in the traits box have it inflict the "Sleep" state 100%

in its note box put:

<Cooldown: 2>

Create a new enemy called "Jigglypuff"

give it decent HP so that it survives the first turn from average attacks from the party.

Give it average to low AGI so the party team has time to prepare for the Lullaby skill.

Give it the skill "Lullaby" with a 9 rating with always condition

Give it an attack skill of your choice with a 1 rating with always condition

(Optional) make your poison state resist the sleep state as a way for the party to prevent sleep skills like Lullaby if they can poison themselves somehow (poison potion?)



Description: This enemy spawns 2 weak enemies each turn (if space in the troop is available.) It can be a small Goblin Hut, a Necromancer, a Queen Bee, a Portal, or even a Captain of the Guard. Pair it with a Demon, Avatar, or Warchief for Synergy.

In this example the Spawner will be grouped with three weak Goblin Enemies. Each turn the Spawner will attempt to Revive up to two defeated Goblins. If no goblins are defeated then the spawner will have no effect. If another non goblin is in the group, and that enemy is defeated, the Spawner will not revive that enemy. Each goblin protects the Spawner from physical attacks, so in order to win the party must target the Spawner with Magical/Ranged skills while still keeping the goblin population down so to not get overrun.

Required Plugins: Yanfly's State Categories + Yanfly's Taunt + Yanfly's SelectionControl + Yanfly's InstantCast + Yanfly's SkillCooldowns + Yanfly's AutoPassiveStates

Create a new state called "Physical Taunt"

In its note box put:

<Physical Taunt>

Create a new enemy called "Goblin"

Make it have low HP so that it can easily be defeated from a single hit.

in it's note box put:

<Passive State: X> where X is the state ID of "Physical Taunt"

Create a new Skill called "Call Goblin 1"

Have it target 1 Ally (Dead)

Make it Recover HP and in the damage formula put "b.transform(x);b.mhp" where X is the enemy ID of "Goblin"

in the effects box have it remove state 1 "Knockout"

in its note box put:

<instant>

<Cooldown: 1>

Create a new Skill called "Call Goblin 2"

Have it target 1 Ally (Dead)

Make it Recover HP and in the damage formula put "b.transform(x);b.mhp" where X is the enemy ID of "Goblin"

in the effects box have it remove state 1 "Knockout"

This one has nothing in its note box

Create a new State called "Not a Goblin"

in its note box put:

<Category: Bypass Death Removal>

<Cannot Select: Skill X>

<Cannot Select: Skill Y>

Change X to the Skill ID of "Call Goblin 1" above

Change Y to the skill ID of "Call Goblin 2" above

Create a new Enemy called "Spawner"

Give it decent HP so that it takes more than 2 regular attacks to defeat it.

Give it the skill "Call Goblin 1" with a 9 rating and an always condition

Give it the skill "Call Goblin 2" with a 1 rating and an always condition

in its note box put:

<Passive State: x> where X is the state ID of "Not a Goblin"

Create a new Troop and add the "Spawner" to it

Add three "Goblin" to the enemy Troop positioned in front of the "Spawner"

(Optional) if you add any other non goblin enemies to this troop be sure to go to that enemy's note box and put:

<Passive State: x> where X is the state ID of "Not a Goblin"


Would love to see other user's methods for spawning new enemies each turn that in theory could go on forever till the Spawner is defeated.




Description: This enemy transforms other enemies into new enemies. Pair it with a Spawner to turn those little enemies into bigger enemies.

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

Create a new skill called "Polymorph"

have it target an ally

in its damage formula put:

b.transform(x); b.mhp

Set x to the enemy ID of the enemy you want the target to transform into.

**Create as many Polymorph skills as you want all with different X values.**

Create a new state called "No Polymorph"

in it's note box put:

<Cannot Select: Skill x>

<Cannot Select: Skill y>

<Cannot Select: Skill z>

Set X Y and Z values to the skill IDs of all your polymorph skills you created

Create a new enemy called "Polymorpher"

give it all the polymorph skills you created each with a 5 rating and a always condition so they are all chosen randomly each turn.

in its note box put:

<Passive State: x> where X is the state ID of "No Polymorph"

Any enemies that are going to be in a troop with the Polymorpher that you don't want to be targeted by the polymorph skills also will need the passive state (like a Spawner).

Hope you enjoy this newest entry.
 
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Lnik3500

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HANSEL & GRETEL





This is basically a concept of 2 enemies helping each others constantly. Making great use over A.I plugins could turn out to be a fun battle.


How it works:


- They protect the weakest in HP


- They protect one who is charging a skill (weakest HP takes priority)


- They target the last actor that dealt damage to the other enemy


- They always support each others in a lot of ways


I hope I could help on a new one...
 

Waterguy

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@omen613 why does the Spawner turn the enemies into themselves? Why not just revive them?
 

omen613

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@Lnik3500


Thanks for the submission. A pair of enemies that look out for each other is always a tough battle. Could see one as a tank and another as a healer. Interesting names! I'll find a spot for it in the OP soon as I get a chance.


@Waterguy


In most cases just reviving them is enough. In my projects I often find myself pairing a Spawner with a Polymorpher. So I have to have the Spawner turn the revived goblin back into a goblin otherwise it will revive in the form of whatever the polymorpher turned it into.


It being there by default doesn't hurt anything. Having it there just cleans up any interactions with others.
 

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Fleshreaver


Bonus mechanics:make this enemy's stats higher if encountered at night time or in a dark dungeon(requires a day/night cycle, and/or whatever lighting system you might use for effect). Lorewise it can be some sort of mainly nocturnal beast that prowls the night in search of living flesh to feast upon.


This is my first attempt at a slightly more engaging enemy, one that has multiple mechanics involved and thus will usually only be encountered as either a single enemy or at most, groups of two or three, especially considering the health pool these should have to make these mechanics actually challenging. If it's easily killed, it wouldn't be worth making it. It could also just be a boss. I'm kind of making this up on the fly, so the formulas are just off the top of my head here. 


Each time this enemy damages one of your party members, it has a X%(your choice) chance to inflict the Bleeding status(lose %maxHP per turn for X turns, or however you'd like this to work). Upon inflicting the Bleeding status, each time it ticks, there's an X%(make this pretty low) chance a Blood Spirit will spawn. 


Blood Spirits fight beside the Fleshreaver for three turns, before the Flesheaver will cast Blood Feast, which will absorb the remaining Blood Spirits on the battlefield and heal it for X%*X(number of Blood Spirits absorbed) of its health(max or current, I don't know how this would be balanced), as well as applying Well-Feasted to the Fleshreaver, lowering its agility but giving it a damage buff for X turns. 


I would also add some brief crowd control abilities to this enemy to make it difficult to defeat, or make the Blood Spirits require some degree of high damage skills or party focus to destroy. I wouldn't give them any crazy skills since they are secondary enemies summoned by a status effect. I made this more with CTB and on-map encounters in mind.


Well, hopefully this isn't too obnoxious or annoying, and unfortunately I haven't worked out how to make this using any of Yanfly's plugins since I just made it up. 
 
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Waterguy

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The ability to absorb the Blood Spirits reminds me of Sleepy Eater, just not sleeping, and the ability to spawn enemies reminds me of, well, the Spawner, just without starting with the teammates so better to make a skill that, instead of reviving, makes the enemy appear. So it would just be a combination of both.
 

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Well lol. I didn't actually read all of the entries so I did not notice that similar enemies existed. 
 

omen613

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@PsychicToaster


Thanks for the submission. Fleashreaver sounds like it has potential to be a Boss like battle.


As @Waterguy mentioned we can borrow from the Sleepy Eater to have it eat the Blood Spirits and simply have the devour skill also restore HP. Id make the Fleshreaver have low AGI so that the Blood Spirits gets a chance to attack before getting eaten at the end of the turn when its time for the fleshreaver to eat it.


Submitted by PsychicToaster

Description: Enemy that inflicts a bleed effect. Each turn the bleed has a chance to spawn a Blood Spirit enemy that attacks the party. The Fleshreaver can then consume these blood spirits restoring health and becoming stronger.

as for making the Blood Spirits

Create a common event called "Blood Spirits"


then make a variable (call it blood spirit) and add it by 1


then create a conditional branch that if Variable(Blood Spirit) is = 1


Put a text window saying something like "A Blood Spirit bursts from the bleeding wound!"


inside the condition make enemy 2 appear (last page of the event lists)


then create a conditional branch that if Variable(Blood Spirit) is = 2


Put a text window saying something like "A Blood Spirit bursts from the bleeding wound!"


inside the condition make enemy 3 appear (last page of the event lists)


then create a conditional branch that if Variable(Blood Spirit) is = 3


Put a text window saying something like "A Blood Spirit bursts from the bleeding wound!"


inside the condition make enemy 4 appear (last page of the event lists)


then create a conditional branch that if Variable(Blood Spirit) is = 4


Put a text window saying something like "A Blood Spirit bursts from the bleeding wound!"


inside the condition make enemy 5 appear (last page of the event lists)


Create the Reaver Bleed State


have it do 10% Mhp damage like a normal poison effect


in its note box put:


<Custom Regenerate Effect>


var spawn = Math.floor(Math.random()*100)+1


var trigger = 33


if (trigger > spawn) {


// Set X to the animation ID you want to play on the bleeding target


this.startAnimation(x);


// set X to the Common Event ID we created earlier


$gameTemp.reserveCommonEvent(x);


}


<Custom Regenerate Effect>


Create a new Troop and add the Flesh Reaver to it (all by himself)


THEN add 4 blood spirits to the troop (flesh reaver has to be put in first)


Right click each blood spirit and click "Appear Halfway"


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


in the event page set Variable(Blood Spirits) to 0



Description: This enemy restores HP to itself and its allies making it a very high priority target. Pair it with a Tank (see Deku Shrub) for a tough battle.

Suggested Plugins: Yanfly's BattleAICore

While you can simply give the this enemy a simple HP restoring skill and call it a day, lets utilize Yanfly's BattleAICore to make it target the lowest HP% ally in the enemy troop. Creating a more intelligent enemy.

Create a new enemy and call it "The Healer"

in its note box put:

<AI Priority>
HP% param <= 75%: skill X, Lowest HP%
always: skill Y, random
</AI Priority>

**Change X to the skill ID of a healing skill and change Y to a skill ID of an attack skill**

This will cause "The Healer" to heal any ally that's HP% is below 75% and attack if none meet that condition



Description: This enemy grows more powerful each time an enemy or player uses an elemental skill (itself included). Pair it with Spell casters for synergy.

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

Create a Common Event called "Mana Wyrm Grows"

In the event page set a new Variable called "Mana Wyrm Power" and add 1 to it

Put a text window saying something like "The using of magic empowers the Mana Wyrm"

Create a new State called "Mana Wyrm State"

make sure it's removed after the battle

in it's note box put:

<Custom Establish Effect>
// Get the elements used by the action.
var actionElements = this.getItemElements();
// These are the elements ID to trigger the growth.
var matchingElements = [2, 3, 4, 5, 6, 7, 8, 9];
// Set the initial condition value to being unmet.
var condition = false;
// Loop through each of the action's elements.
for (var i = 0; i < actionElements.length; ++i) {
// If the target elements match the currently looped element...
if (matchingElements.contains(actionElements)) {
// Then set the condition to being met.
condition = true;
// Break the loop.
break;
}
}
// If the condition is met...
if (condition) {
// Set x to the common event ID of "Mana Wyrm Grows"
$gameTemp.reserveCommonEvent(x);
}
</Custom Establish Effect>

***Be sure to set all the bold values above to the correct values***

Create a new skill called "Mana Wyrm Beam"

Make it a Magical attack with an element of your choice (be sure its one of the elements in the condition above) for this example I'll set it to Fire element.

in the damage formula put something like "100 + (100*v[x])" be sure to set X to the variable(Mana Wyrm Power) and change the 100s to whatever fits your design.
Now create a new Enemy Troop and put the "Mana Wyrm" into it along with some Magic using enemies

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

in the event page set variable "Mana Wyrm Power" to 0 (or whatever you ant it to start as)

next inflict all enemies with the state "Mana Wyrm State" and all player actors with the state "Mana Wyrm State"


Create a new Troop Event Page with the condition of Enemy HP "Mana Wyrm" at 0% or below

in that event page remove the "Mana Wyrm State" from all actors and all enemies.
 
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PsychicToaster

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You are a miracle worker friend. Not that I was making a classic "GIMME TEH CODES" post or anything, but awesome. I spent two hours setting up all of Yanfly's wondrous plugins, so I forced myself to take a break before I dived into figuring a lot of them out lol.  


I'll try to come up with some things that are less...borrow-y. Purely coincidental. 
 
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omen613

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All good my friend. Glad to be of help


Look forward to seeing future entries!


Ill link posts to the OP soon i'm just a little swamped at the moment



Description: While this enemy is alive all enemies and player actors are silenced and can't use any magic skills. Defeating this enemy instantly removes the silence. Replace silence with any other status effect to fit your design. (Poison, Blind, Attack UP, Reflect, Magic Attack UP, etc.)

Required Plugins: Yanfly's PassiveAuras + Yanfly's AutoPassiveStates

Create a new State called "Witch Hunter Aura"

In its note box put:

<Ally Aura: x>
<Foe Aura: x>

Set both X values to the State ID of "Silence" (Default 6)

Create a new Enemy called "Witch Hunter"

Give it whatever skills you want

in it's note box put:

<Passive State: X>

where X is the State ID of "Witch Hunter Aura"
 
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Lnik3500

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SPELL CASTER


Sorry for the unoriginal name 


context:


- Spell caster and 2 Slimes appears


- Spell caster cast "Water Lock", which that all elemental skills becomes Water-attribute, making slimes much harder to kill


I don't know really well how to describe this idea, but I hope it was clear enough?
 

Waterguy

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For the Mana Wyrm, you could also use a passive aura instead of using an event at the start of battle.
 

omen613

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@Waterguy


Yes yanfly's new Passive Aura plugin can easily cut out the middle man.


@Lnik3500


Assuming the slimes are resistant to the Water. Could also just have the mage cast a shell state (Magic damage -50%) on both slimes.


My image hosting website is down (photo bucket) so my title names are blank for now. Hopefully it comes back up soon.
 

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