MAKING A CHARACTER TEMPORARILY INVINCIBLE (OR AT LEAST CLOSE >_>) DURING BATTLE? (RM2K)
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Is there any way I can accomplish this with RM2K's battle system? (Also, is there any way I can induce a condition upon myself, using an item of some sort?)
To make an unkillable enemy, all you need to do is give them the best possible resistance to every weapon/element and a heal spell that costs 0 MP. You can't make them immune to damage, but you can bring the damage they take as low as zeros and ones. Depends on what you're going for. What are the circumstances of the situation, what kind of enemy is it, and what are your elements/weapon types/attributes so far (and percentage effectiveness of each)?
That's the problem. Enemies are easy to make nigh-invincible.
I'm trying to do this for a playable character. Guy on the good side, as it were. :P
It would be just as easy, except that I need this state to last only for a limited time, such as 2 turns or so.
I'm trying to do this for a playable character. Guy on the good side, as it were. :P
It would be just as easy, except that I need this state to last only for a limited time, such as 2 turns or so.
Have him start off as an enemy with all of the resistance (I'm pretty sure 100% resistance to an element is possible, at least in the rm2k3) and then after a switch is activated or a certain number of turns, have him activate a "transform" ability into an exact duplicate but without invincibility. Very easy, no?
Best way that comes to my mind is make a REGEN condition with VERY HIGH healing and when the 2nd turn comes around, have the condition removed from said character.
I know, not what you had in mind but it is a possible alternative?
I know, not what you had in mind but it is a possible alternative?
Oh...making a character invincible? That's a lot tougher. You can't raise a characters' stats using status problems OR the battle script pages. Nor can you raise/lower resistance. Using ordinary skills to have these effects leaves no way for them to wear off...so, you're kinda stuck. The only thing I can think of involves the use of variables tracking his stats and inducing death to remove the benefits after a set number of turns. It would have to be like this:
Each battle has a page wherein a variable sets itself to the hero's defense (or whatever stat is raised to make him invincible). Then, another page is triggered when that stat reaches a certain threshold (say, it only becomes active when his DEF is over 500 or something). That page adds 1 to another variable for every turn his stat remains that high. Then, after the number of turns you want him to be invincible have passed, a fork condition sets a variable to his current HP, kills him, and revives him back to where his HP was. The turn and DEF variables will need to be reset to 0, and the battle should continue normally afterward.
The only problem I can find with the above method comes up if he's the only hero in the party currently alive. If all the other party members are dead (or he's alone) and the battle script kills him to remove his stat benefits, it'll call Game Over.
So, if you want this to work, you can never have this hero fight alone. There's a workaround for if his fellows are all dead. Let me know what you think.
And, for the record, WE'RE TALKING ABOUT RPG MAKER 2000, NOT 2K3! They're DIFFERENT.
Each battle has a page wherein a variable sets itself to the hero's defense (or whatever stat is raised to make him invincible). Then, another page is triggered when that stat reaches a certain threshold (say, it only becomes active when his DEF is over 500 or something). That page adds 1 to another variable for every turn his stat remains that high. Then, after the number of turns you want him to be invincible have passed, a fork condition sets a variable to his current HP, kills him, and revives him back to where his HP was. The turn and DEF variables will need to be reset to 0, and the battle should continue normally afterward.
The only problem I can find with the above method comes up if he's the only hero in the party currently alive. If all the other party members are dead (or he's alone) and the battle script kills him to remove his stat benefits, it'll call Game Over.
So, if you want this to work, you can never have this hero fight alone. There's a workaround for if his fellows are all dead. Let me know what you think.
And, for the record, WE'RE TALKING ABOUT RPG MAKER 2000, NOT 2K3! They're DIFFERENT.
author=Alexei403 link=topic=3880.msg77590#msg77590 date=1243650400
Okay, cool.
Question - can common events be called/used inside battle?
Nope, not in 2k.
And I have a suggestion for you: don't be a jerk! The various RMs have their strengths and weaknesses, and Alexei403 can use whichever one he prefers. The Maker debate has been gone over countless times, so please don't bring it up here.
Alexei403, have you tried the method I recommended? I thought of a few more things you may need to do to make it work.
Alexei403, have you tried the method I recommended? I thought of a few more things you may need to do to make it work.
author=halibabica link=topic=3880.msg77629#msg77629 date=1243699074
And I have a suggestion for you: don't be a jerk! The various RMs have their strengths and weaknesses, and Alexei403 can use whichever one he prefers. The Maker debate has been gone over countless times, so please don't bring it up here.
Alexei403, have you tried the method I recommended? I thought of a few more things you may need to do to make it work.
I've tried it out a little, can't say I've gotten it to work perfectly yet. What would your suggestions be?
author=Cop Killa link=topic=3880.msg77628#msg77628 date=1243697297
Well then I have a suggestion: don't use rm2k. It sucks.
-Fin-
Eh, I personally have found the graphics of XP & VX to be a bit too cartoon-ish for my liking. Dunno why...also, it's not as intuitive as far as scripting goes. I'm sure I COULD learn how to do it, but it seems far too much effort to be worth it right now. Maybe on one of my later projects so I don't have to redo a ton of stuff.
If RM2K "sucks", as you say, so be it. I'll use it because it's what I know how to do.
Eh, I personally have found the graphics of XP & VX to be a bit too cartoon-ish for my liking. Dunno why...also, it's not as intuitive as far as scripting goes. I'm sure I COULD learn how to do it, but it seems far too much effort to be worth it right now. Maybe on one of my later projects so I don't have to redo a ton of stuff.
Let's be clear, I hate XP and VX also (especially VX), so I was really suggesting rm2k3 over rm2k (this is doubly helpful to you because most people probably don't have rm2k on their computers anymore and so it makes it difficult to tell you what your options are). But thanks at least for being rational and not frothing out the mouth like halibabica.
All righty, I'm not sure how to explain this without showing all of it at once, so here's everything you'll need to do:
1) Make a skill that doubles defense and/or mind (so as to make him highly resistant to physical and nonphysical attacks). If you set the skill's power to 999, then it'll double his defense when used, as a character can't gain any more than twice a stat in 2k.
2) Include a page in each battle with the start requirement "Turn Number: Every 0 turns starting from turn 0." If the phrasing is different in your version, that's okay. It's the fourth check box down the list (after the switches/variables), and just leave both numbers at 0. This page will happen once at the start of every battle. Have it set a variable to the hero's defense.
3) Include a second page in each battle with the start requirement "Turn Number: Every 1 turns starting from turn 0." This page will happen at the start of every turn. In this page, set a second variable to the hero's defense stat. After that, include a fork condition with the requirement "variable2 > variable1." This will check to see if his defense has gone up since the start of the fight. Inside the fork condition, change a switch on.
4) Include a third page in each battle with the start requirement "Switch1 on." This page will only happen when the hero's defense is higher than normal because the 2nd page turned on the requirement switch. In this page, set up a third variable that adds 1 to itself. Beneath that, add a fork condition with the requirement "variable3 = 3" or however many turns you want the condition to last for. Inside the fork, cancel death for the entire party, set a fourth variable to the hero's current HP, add death to the hero, cancel death for the hero, subtract 1 from variable4, restore the hero's HP by variable4, turn off switch1, and set variable2 and variable3 to 0. This will remove the stat benefits of the "invincible" move while preserving the hero's HP and without calling Game Over. It will also reset all the switches and variables changed by the move so he can use it again if he wants.
Do you understand all that? Here are a few other things you should be concerned with:
- This hero can NEVER battle alone while he knows this move. To do so would result in Game Over from the move's use. There is a workaround for this problem if he absolutely must go solo at some point.
- If you double his mind/spirit/whatever stat, he will not only take less damage from special attacks, but deal more with his own, too. Mind works both offensively and defensively depending on the settings for your special attacks.
- This move's cancellation will revive the entire party if you do it the way I described above. Their HP will only be at 1 when they're revived, but they'll be unaffected if they weren't dead when the skill was cancelled. There's a workaround for this, too, but it depends on how rigid your party structure is (ie whether you change party members frequently or not).
That should be all you need to know. Ask me if you have any trouble making this work, or want to know about those problem workarounds.
1) Make a skill that doubles defense and/or mind (so as to make him highly resistant to physical and nonphysical attacks). If you set the skill's power to 999, then it'll double his defense when used, as a character can't gain any more than twice a stat in 2k.
2) Include a page in each battle with the start requirement "Turn Number: Every 0 turns starting from turn 0." If the phrasing is different in your version, that's okay. It's the fourth check box down the list (after the switches/variables), and just leave both numbers at 0. This page will happen once at the start of every battle. Have it set a variable to the hero's defense.
3) Include a second page in each battle with the start requirement "Turn Number: Every 1 turns starting from turn 0." This page will happen at the start of every turn. In this page, set a second variable to the hero's defense stat. After that, include a fork condition with the requirement "variable2 > variable1." This will check to see if his defense has gone up since the start of the fight. Inside the fork condition, change a switch on.
4) Include a third page in each battle with the start requirement "Switch1 on." This page will only happen when the hero's defense is higher than normal because the 2nd page turned on the requirement switch. In this page, set up a third variable that adds 1 to itself. Beneath that, add a fork condition with the requirement "variable3 = 3" or however many turns you want the condition to last for. Inside the fork, cancel death for the entire party, set a fourth variable to the hero's current HP, add death to the hero, cancel death for the hero, subtract 1 from variable4, restore the hero's HP by variable4, turn off switch1, and set variable2 and variable3 to 0. This will remove the stat benefits of the "invincible" move while preserving the hero's HP and without calling Game Over. It will also reset all the switches and variables changed by the move so he can use it again if he wants.
Do you understand all that? Here are a few other things you should be concerned with:
- This hero can NEVER battle alone while he knows this move. To do so would result in Game Over from the move's use. There is a workaround for this problem if he absolutely must go solo at some point.
- If you double his mind/spirit/whatever stat, he will not only take less damage from special attacks, but deal more with his own, too. Mind works both offensively and defensively depending on the settings for your special attacks.
- This move's cancellation will revive the entire party if you do it the way I described above. Their HP will only be at 1 when they're revived, but they'll be unaffected if they weren't dead when the skill was cancelled. There's a workaround for this, too, but it depends on how rigid your party structure is (ie whether you change party members frequently or not).
That should be all you need to know. Ask me if you have any trouble making this work, or want to know about those problem workarounds.
Huh. Everything works fine except that I don't appear to be dying/Game Overing when I have only one person in the party. Strange, but I'm not complaining. :P
And I modified the skill description to reflect the doubling. It no longer makes you "invincible" >_> I'm happy with it. Thanks!
And I modified the skill description to reflect the doubling. It no longer makes you "invincible" >_> I'm happy with it. Thanks!
(Also, is there any way I can induce a condition upon myself, using an item of some sort?)
...roll, roll, roll my joint, pick out the seeds and stems... (NSFW)
author=Alexei403 link=topic=3880.msg77698#msg77698 date=1243737834Hmm...you don't say? I guess I was being too cautious. RM* can get finicky when the death status condition is involved, so I wanted to spare you some headaches. Glad I could help, though!
Huh. Everything works fine except that I don't appear to be dying/Game Overing when I have only one person in the party. Strange, but I'm not complaining. :P
And I modified the skill description to reflect the doubling. It no longer makes you "invincible" >_> I'm happy with it. Thanks!
author=Alexei403
Is there any way I can accomplish this with RM2K's battle system? (Also, is there any way I can induce a condition upon myself, using an item of some sort?)
I'm aware that this is four years late, but I JUST FIGURED OUT HOW~ :D
I wanted to do a similar thing too, so I googled and found this thread, tried a few of the suggestions and nothing worked. People said it wasn't possible so I figured it wasn't and that I'd have to accept that, but I simply wasn't satisfied. So, I kept thinking and trying 'til I got it to work.
Note that I am using RPG Maker XP. Also note that my method uses an immunity granting skill, but it should work identically with an item (because they can also trigger common events).
I have made a character wearing only the default, pre-programmed lowest level shield (as it was the piece of armour with the least amount of defences) be completely immune (0 damage) to both the regular physical, non-elemental attack and a super attack*: highest possible power over all integers (thus both magical and physical) used by an enemy with the highest possible stats over all integers (albeit without any buffs), and without the immunity, this super attack does approx. 2.5 million damage (had to take a screenshot to catch it. xD).
* Initially the attack was also of every element I had, as I figured elemental resistances stacked, but after testing I found that only a single elemental resistance is necessary.
To do this, I made a skill that I called "immune", which obviously scopes on an ally/allies (making single or multiple targets work is slightly different and the multi-target version will be covered later), and inflicts the "immune" status. The "immune" status sets physical and magical defences to 200% (the maximum allowed), as well as resisting every element (immunities to statuses wouldn't affect damage taken, so I didn't bother with those for my testing). I have "Nonresistance" ticked so it can't miss, and it lasts one turn (obviously the amount of turns can be changed to whatever desired).
I then made a series of duplicate statuses named "immune2" through "immune7", all with Ratings of zero so they'll never show on the character. I ran tests and found that seven is the exact necessary amount - less doesn't work and more makes no difference*. (Be sure to make all the duplicate statuses span the same amount of turns.)
* That is with a character with a total of 22 physical defence and 20 magic defence in RPG Maker XP. As I understand, different versions of RPG Maker have different stat calculations, and if this method works in those at all, a different number of duplicate statuses may be necessary. Also, the character MUST have at least 1 point in both defences, as the method requires multiplying their defences significantly. I imagine achieving invincibility with a character with only 1 point of each defence is possible but would need a lot more than seven duplicate statuses.
See bottom of post for the answer~ xD
Let's call our characters Bob and Bill and they each get their own "immune-name" Switch. The (single target) "immune" skill triggers a common event - "immune-single" - with branches:
Conditional Branch: (Bob) is (immune) inflicted
>Control Switches: (#: immune-Bob) = ON
>
Branch End
Conditional Branch: (Bill) is (immune) inflicted
>Control Switches: (#: immune-Bill) = ON
>
Branch End
(Repeat for each playable character in the game that could possibly be targeted with the skill.)
Then in troops, there's an event page for each character, with the condition "Switch (#: immune-Bob) is ON" for Bob, and so on. Here we apply the duplicate statuses, which stack and multiply by each other. The span of the event is "Turn" so that the effects reset (i.e. not staying invincible for the rest of the battle) after each turn but can be repeated whenever used. Within this page we have the following (again using Bob as the example):
Conditional Branch: Switch (#:immune-Bob) == ON
>Change state: (Bob), + (immune2)
>Change state: (Bob), + (immune3)
>Change state: (Bob), + (immune4)
>Change state: (Bob), + (immune5)
>Change state: (Bob), + (immune6)
>Change state: (Bob), + (immune7)
>Control Switches: (#: immune-Bob) = OFF
>
Branch End
(Bolded to make it easier to read due to the colour.)
And that's it! Bob should now take 0 damage from an attack that could normally cause about 2.5 million damage.
As I said before, a multi-target version works a bit differently:
I have a skill called "immune2" (hopefully my naming system isn't getting too confusing) which is identical to the "immune" skill, save for scoping all allies, increased MP cost (obviously optional) and it triggers a different common event, called "immune-all".
Within the "immune-all" common event, we have a Conditional Branch for every character, so that it will work regardless of the combination of party members when the skill is used, that triggers an "immune-all" Switch:
Conditional Branch: (Bob) is (immune) inflicted
>Control Switches: (#: immune-all) = ON
>
Else
>Conditional Branch: (Bill) is (immune) inflicted
>>Control Switches: (#: immune-all) = ON
>>
>Else
>>Conditional Branch: (Nancy) is (immune) inflicted
>>>Control Switches: (#: immune-all) = ON
>>>
>>Else
>>
>>Branch End
>
>Branch End
>
Branch End
And so forth. Within the troop, have a new event page with the condition "Switch (#: immune-all) is ON" and have the span set to "Turn" once again. Within this page, we have:
Conditional Branch: Switch (#:immune-all) == ON
>Change state: (Entire Party), + (immune2)
>Change state: (Entire Party), + (immune3)
>Change state: (Entire Party), + (immune4)
>Change state: (Entire Party), + (immune5)
>Change state: (Entire Party), + (immune6)
>Change state: (Entire Party), + (immune7)
>Control Switches: (#: immune-all) = OFF
>
Branch End
I figure that you'd need to have all of these event pages - one for each character seperately and one for every character at once - copy/pasted into every troop. Perhaps forgoing troops only fought at times when the skill isn't available and such.
Aaaaaaand there you have it. It's that simple. xD I so badly wanted a true immunity granting skill that even though it supposedly wasn't possible, I bloody found a way around it. Take that, non-believers. :D
ALSO, whilst writing this, when I thought about the 1 physical defence and 1 magic defence thing, I decided to go back for curiosity's sake and make more duplicates of the "immune" status and test it. Turns out the answer is eleven.
-wtdrm
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