Last Hit Bonuses

● ARCHIVED · READ-ONLY
Started by The Pascuzzi 4 posts View original ↗
  1. I want to provide a bonus to a character if they are the last to deal damage to an enemy before it dies.

    To provide context, I have a playable character whose class follows the summoner archetype. She expends an initial sum of MP to enter a "summoning" state. From that state, she has two options: a) use a specific command to accumulate TP and end her turn or B)  upon accumulating enough TP, cast a "summon" spell, which costs either straight TP or TP and an additional MP cost. A summon will also remove her from the summoning state and end her turn. She will usually spend a few turns in the summoning state accumulating TP before she can cast a summon.

    What I want to do exactly is have this character recover a percentage of MP spent on the summoning process if her summon is the last attack before finishing an enemy off. I would prefer both the initial MP cost to enter the summoning state and the MP cost of the summon itself to be recoverable, but if that's not possible, I'll work with either one. I would also like to know if this kind of effect could be limited to the last hit against an entire troop, instead of one enemy.
  2. you could have the summoned creature apply a state when it hits, think if you leave it blank it doesn't show? either way

    then, in troops: conditional branch: player has death conditional branch: player has summon state : do etc?  :)
  3. So, I went along with your last hit state idea. Basically, what I have going on is that a summon spell places the "last hit" state on an enemy, which is auto-removed at Action End and lasts 0~0 turns. From here, I tried multiple things.

    My testing method involves a battle test with a troop consisting of two enemies:

    1. a high-hp target with no damage dealing capability

    2. a slime

    When the summon spell is executed, the slime dies, but not the high-hp target.

    First, I tried doing things through Battle Events under the Troops tab. I set the condition to Enemy's HP 0% or below and Span to Turn. Then, I set a Conditional Branch to Enemy [2. ] is last hit state inflicted. Right under that, I have Change MP of Actor Fixed to the Summoner, then Play an SE. This yields no results in the test.

    I also tried doing things through a common event. I have the same conditional branch as before as a common event, then under Battle Events, I set Call Common Event to the previously described common event. This also yields no result.

    I ran both of the above scenarios again with Span set to Moment. This resulted in the game becoming unresponsive. It didn't crash, it wasn't frozen, but the command menu didn't show up like it usually did at the start of a new turn. The enemy also did nothing.

    I can confirm that the last hit state is actually being applied. Also, I was able to have the effects of the conditional branch apply, but only if it is set to apply to Enemy [1. ], on whom the Summoner does not get the last hit. Therefore, I think the problem has to do with the enemy being removed from battle before the engine processes the conditional branch.

    I ran into this thread searching for a solution: http://forums.rpgmakerweb.com/index.php?/topic/4758-last-hit-on-special-enemies/

    Could I use this approach to solve my problem? I'm not familiar with scripting and found the instructions in that thread to be very unclear.
  4. bump