Two questions about Death,

Little Paw

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1. How do I make a boss immune to instant death? Making them immune to the Death state just makes them unkillable.

2. When an enemy dies of poison, they don't disappear. The game counts them as dead and they cannot be targeted and the battle will still end... but they are still visibly on the field. I'm not sure if a script is causing this or not, but if it is... well, then don't worry about this one.
 

Engr. Adiktuzmiko

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how do you implement the instant death thing?

2) I think there's a fix included in some core scripts...
 

Little Paw

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how do you implement the instant death thing?

2) I think there's a fix included in some core scripts...
At the moment, the only way to inflict instant death is with my Gambler class's Death Gamble, which has a 1000% chance to inflict instant death (meaning it always works) since you also have a chance of killing yourself with it.

All the skill does is have the effect "Add State [Death] 1000%"
 

Engr. Adiktuzmiko

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why not just make a new "element" name it death, make your instant death spell cause b.mhp damage using the death element... then you can just make your bosses have immunity to that element [element rate = 0%]
 

Little Paw

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why not just make a new "element" name it death, make your instant death spell cause b.mhp damage using the death element... then you can just make your bosses have immunity to that element [element rate = 0%]
Hm... That could work, I suppose. Thanks.

Edit: Oh wait... now that I think about it, I have a weapon which has a 5% chance of inflicting instant death upon attacking. What am I supposed to do about that?
 
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Engr. Adiktuzmiko

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well, you can make a list of bosses and add some lines to the add_state method in the scripts so that if the state to be added is death and the unit is a boss type and does not have 0 HP, the state will not be added...
 

Xypher

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just add a state rate feature of 0 for the death state
 

Engr. Adiktuzmiko

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that makes the unit "unkillable"

 Making them immune to the Death state just makes them unkillable.
 

Xypher

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no it doesnt, thats what the state resist feature is for
 

Engr. Adiktuzmiko

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Oh, we're talking about different settings...
 
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pawsplay

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If you set the state rate to 0% and make the NPC's LUK higher than anything the PCs can achieve, you have it. 
 

Engr. Adiktuzmiko

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actually, since the chance of afflicting a state is calculated via multiplication, one 0% is all you need...
 
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kerbonklin

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I have this small snipplet being used in my project to prevent death-adding skills from working on Bosses and such.

class Game_Battler < Game_BattlerBase alias :state_addable_death :state_addable? def state_addable?(state_id) return false if ((state_id == death_state_id) && !(@hp == 0) && state?(102)) state_addable_death(state_id) endendCreate a new blank state like "Boss no Death" and change the (102) in the snipplet to that ID.  At the beginning of the battle in the Troop tab, apply the state immediately to the Boss. (Like on Turn 0)

This is by far the best solution i've ever seen/used to such an issue.
 
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Engr. Adiktuzmiko

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I have this small snipplet being used in my project to prevent death-adding skills from working on Bosses and such.

class Game_Battler < Game_BattlerBase

alias :state_addable_death :state_addable?
def state_addable?(state_id)
return false if ((state_id == death_state_id) && !(@hp == 0) && state?(102))
state_addable_death(state_id)
end

end
Create a new blank state like "Boss no Death" and change the (102) in the snipplet to that ID.  At the beginning of the battle in the Troop tab, apply the state immediately to the Boss. (Like on Turn 0)

This is by far the best solution i've ever seen/used to such an issue.

 
Actually, I've tested the State Rate = 0%... and it works... The skill/weapon that adds death state doesn't work on the enemy with 0% state rate for Death, but damage can still kill him...

So That is surely the easiest way for this... no script edits needed, no dummy states...
 
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Little Paw

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I still need a fix for the poison death issue I stated in the first post. I just realized that this also means that the enemy isn't counted as being killed, and in the case of bosses, this could mean that the bestiary will be impossible to complete (in my current test run, this has indeed become the case as one of my bosses was killed by poison).
 

Xypher

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well then list the scripts you are using...
 

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