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Problem to create a certain effect in a boss battle

Since for some reason my other thread got locked, because it was resolved... I will give it another try.

I am creating a boss batlle, where the boss himself can summon two helpers. No problem here.

Those helpers have a skill to put a status effect on themself. While this status effect is active, I want it to be impossible to attack the boss. Instead when you try a message box should open, saying something like: Helper protected boss
This way the player would have to destroy the helpers first before attacking the boss.

So how do I
1.) Make such a status effect?
2.) Make sure the boss doesn't summon his helpers when at least one is allready there?
3.) Make the boss summon his helpers when none is there, instead of attacking?
4.) Make sure the helpers don't try to double cast the status on them, but attack when the status is inflicted?

Does this involve scripting? Or can I do it with events. I don't see how.

Thanks in advance

~Dalton~
 
This can be done with some creative  conditional branches:

Code:
#4 use the status conditional on the enemy tab
conditional branch: [enemy boss] is [helper] inflicted
force action: [enemy boss], attack, random
branch end

Code:
#3 nested conditional using enemy states
conditional branch: [1. helper] is [KO] inflicted
conditional branch: [2. helper] is [KO] inflicted
Force action: [enemy boss], recover helpers, random #won't matter if the skill works on all allies 
branch end
branch end

#1 go to the states database tab and add it.  Make sure the monsters are 100% susceptible to it.  Set their tolerance to the effect on the monster tab to A.

#2 Just don't put those actions in their normal pool of actions.  Instead have them activated in the troop events under the said conditions.
 
Great now the boss won't double cast. And I can also use it for the helpers.
Also the boss will resummon them when they are killed.

But I can still attack the boss, can't I?

Thank you for your quick response, though it helped out a lot.
 
Preventing attack is tricky, but making attacks useless is doable.  Lets make the helper state have the p-def and m-def of the boss set to the top setting.  Making attacks at it utterly futile.

Then in the code that tells the boss to raise its helpers we'll also add this to take the state off leaving him vulnerable:

change enemy state: [boss], -[helper]
 

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