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Making a character temporarily invincible (or at least close >_>) during battle? (RM2K)
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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