If you know about Meme boss, it's pretty much look like it
The boss will trap 2 latest character action used
For easier one, you can do it randomly. While also prevent hitting the same character that got trapped
Plugin I used is Yanfly Action Sequence, and OZU Damaged Sprites
Notetag I use for the skill is this
<target action>
if target.states().some(s => s.id == 25)
eval: const filteredParty = $gameParty.members().filter(o => !o.states().some(s => s.id == 25));this._targets[0] = filteredParty[Math.floor(Math.random() * filteredParty.length)]
end
immortal: targets, true
perform action
action animation
wait: 2
motion damage: target
wait: 30
if $gameTroop.members().some(o => o.enemyId() == 29 && o.isHidden());
add state 25: target
wait: 40
eval: const hiddenEnemy=$gameTroop.members().find(o => o.enemyId() == 29 && o.isHidden());const battlerName="Trapped"+target.battlerName();hiddenEnemy.startAnimation(477);hiddenEnemy.setBattlerImage(battlerName);hiddenEnemy.updateBattler();hiddenEnemy._trappedActor=target;
wait: 10
eval: $gameTroop.members().find(o => o.enemyId() == 29 && o.isHidden()).appear();
else
action effect
end
immortal: targets, false
</target action>
States
Breakdown
eval: const filteredParty = $gameParty.members().filter(o => !o.states().some(s => s.id == 25));this._targets[0] = filteredParty[Math.floor(Math.random() * filteredParty.length)]
This to change the target into other party member that doesn't have Trapped state
if $gameTroop.members().some(o => o.enemyId() == 29 && o.isHidden());
add state 25: target
wait: 40
eval: const hiddenEnemy=$gameTroop.members().find(o => o.enemyId() == 29 && o.isHidden());const battlerName="Trapped"+target.battlerName();hiddenEnemy.startAnimation(477);hiddenEnemy.setBattlerImage(battlerName);hiddenEnemy.updateBattler();hiddenEnemy._trappedActor=target;
wait: 10
eval: $gameTroop.members().find(o => o.enemyId() == 29 && o.isHidden()).appear();
else
action effect
end
This will pick the party that doesn't have Trapped states yet
If it's already trapped 2 party member (In my case), it will damage instead for other non Trapped member
After that, replace the enemy Sprites with Trapped Members
Store the actor into other value from troop member (hiddenEnemy._trappedActor=target)
Troop and Enemy
The passive state is to reduce any damage into 1
After the enemy defeated, the trapped actor will be "revived" and back into battle
The monster will gainHp and then back to hidden for next usage
Assume the reaper is the boss. You can make it immortal first, and then after reach 0, Trapped soul freed and then reaper died
本贴来自国际rpgmaker官方论坛作者:Vyndicate处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/soul-trap-skill-like-honkai-star-rail.181981/