- Joined
- May 16, 2020
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- 203
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- RMXP
you know about the Invincible Status Script from Tons of Add-ons.
and by the looks of things this overpower script make the games more easier.
here is an example of what im talking about.

this is its current function.

Litten used Protect!

MissingNo. used Megidolaon!
(Megidolaon is an ALMIGHTY type that SUPPOSED to penetrate shields. yeah?)

Litten protected himself!
yeah... i feel like this script mechanics needs to have nerfs.
my idea is curtain skills that can BYPASS Protect,
or REDUCES THE DAMAGE of that curtain skill.
like how Z-Moves break through Protect, but only dealing 1/4 (or 25%) of the damage from that Z-Move.
Example:
Litten used Protect!
[Enemy Pokemon] used Breakneck Blitz! (Normal type Z-Move)
Litten couldn't protect himself and got hurt!
its should be like:
when SKILL ID then return DAMAGE REDUCTION
so...
when Megidolaon then return 0% (Protect CAN'T block that)
when Inferno Overdrive then return 75% (Protect only reduces the damage by 75%)
wanna make this happen?
then be my guest.
Ruby:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Invincible Status Effect by Blizzard
# Version: 2.0b
# Type: Game Experience Improvement
# Date: 4.12.2006
# Date v2.0b: 13.11.2007
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# new in v2.0b:
# - overworked for more convenience
# - added possibility to have more than one Invincible status effect
# - improved compatbility
#
#
# Compatibility:
#
# 99% compatible with SDK v1.x. 70% compatible with SDK v2.x. Could cause
# problems with exotic CBS-es.
#
#
# Instructions:
#
# - Explanation:
#
# This add-on will allow having a status effect that makes a character
# invincible. Add any status effect IDs into INVINCIBLE_IDS.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
INVINCIBLE_IDS = [17]
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
alias hp_actor_invincible_later hp=
def hp=(val)
if $game_system.INVINCIBLE_STATUS && val < @hp
return if INVINCIBLE_IDS.any? {|i| @states.include?(i)}
end
hp_actor_invincible_later(val)
end
alias damage_is_invincible_later damage=
def damage=(val)
if $game_system.INVINCIBLE_STATUS && val.is_a?(Numeric) && val > 0 &&
INVINCIBLE_IDS.any? {|i| @states.include?(i)}
damage_is_invincible_later(0)
else
damage_is_invincible_later(val)
end
end
end
here is an example of what im talking about.

this is its current function.

Litten used Protect!

MissingNo. used Megidolaon!
(Megidolaon is an ALMIGHTY type that SUPPOSED to penetrate shields. yeah?)

Litten protected himself!
yeah... i feel like this script mechanics needs to have nerfs.
my idea is curtain skills that can BYPASS Protect,
or REDUCES THE DAMAGE of that curtain skill.
like how Z-Moves break through Protect, but only dealing 1/4 (or 25%) of the damage from that Z-Move.
Example:
Litten used Protect!
[Enemy Pokemon] used Breakneck Blitz! (Normal type Z-Move)
Litten couldn't protect himself and got hurt!
its should be like:
when SKILL ID then return DAMAGE REDUCTION
so...
when Megidolaon then return 0% (Protect CAN'T block that)
when Inferno Overdrive then return 75% (Protect only reduces the damage by 75%)
wanna make this happen?
then be my guest.
Last edited: