Skills: Effect Iff Enemy Dies from Skill

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Started by jfoster3590 8 posts View original ↗
  1. Hi, all. I am trying to make a Skill that deals damage and has a bonus effect if and only if the Skill kills the enemy. Is there a way to go about doing this?

    For example: The skill "Fire" does 200 damage. The enemy has 400 HP. On the first use of "Fire," 200 damage would be dealt, leaving the enemy with 200 HP remaining. On the second use of "Fire," 200 damage would be dealt (thus killing the enemy), and the player would gain an item or a buff.


    PS - I'm new to RPG Maker, so please be patient with my ignorance. Thank you in advance for your help!
  2. "How do I?" questions belong in the support forum. Based on your profile, I'm moving this to MV Support.

  3. slimmmeiske2 said:
    [mod]"How do I?" questions belong in the support forum. Based on your profile, I'm moving this to MV Support.[/mod]
    I was not sure and now I know. Thank you!!
  4. somebody double check this for MV, I had it for Ace.

    in the damage formula:
    Code:
    b.hp - 200 <= 0 ? {b.add_state(death_state_id); $game_variables[x] = y} : return 200;

    where x is a variable ID and Y is True, or 1, or whatever.
    then in the skill effects area, you call a common event that'd check that variable and validate accordingly.

    I came up with that to make a finisher skill that'd kill enemies below a certain HP.
    when used above that HP level, it'd return 0 (here, it would return the regular damage)
  5. overkill plugin not what he was looking for.

    Extra Enemy Drops
    getting special item drop conditions is easy with the note tags.
    can set it up to get drop based on number of times hit by a element through the fight or by killing blow specifically.

    getting buff little bit harder to setup.
    it will be part of using Battle Engine Core to create action sequences.
    im still novice with those but you would be looking for something to put in the <follow action> part of that i think
  6. gstv87 said:
    somebody double check this for MV, I had it for Ace.

    in the damage formula:
    Code:
    b.hp - 200 <= 0 ? {b.add_state(death_state_id); $game_variables[x] = y} : return 200;

    where x is a variable ID and Y is True, or 1, or whatever.
    then in the skill effects area, you call a common event that'd check that variable and validate accordingly.

    I came up with that to make a finisher skill that'd kill enemies below a certain HP.
    when used above that HP level, it'd return 0 (here, it would return the regular damage)

    This is exactly the setup I am looking for. However, when I use this coding, it always returns 0. Am I doing something wrong, or is it a difference between Ace and MV? The Common Event checks if Var 1 is equal to 1 or not. Knockout is State 1.

    Code:
    b.hp - 200 <= 0 ? {b.add_state(1); $game_variables[1] = 1} : return 200;
  7. Tiamat-86 said:
    overkill plugin not what he was looking for.

    Extra Enemy Drops
    getting special item drop conditions is easy with the note tags.
    can set it up to get drop based on number of times hit by a element through the fight or by killing blow specifically.

    getting buff little bit harder to setup.
    it will be part of using Battle Engine Core to create action sequences.
    im still novice with those but you would be looking for something to put in the <follow action> part of that i think
    I would like the effect to happen during the battle, not after, so Extra Enemy Drops is not ideal. However, your recommendation to use a Battle Action Sequence might be a viable option! I'm hoping to make the simple damage formula work, but I will look into that as well. Thanks!