This event is enables you to make a throw actor skill, meaning you will be able to throw a character to deal damage depending on MaxHP of the character you throw. The character thrown will be removed from battle for a set amount of turns, until the recoil is over.
First we need the Common event for the skill in Question, feel free to change as you see fit!
@>Control Switches: [001:Thrown] = ON
@>Label: start
@>Text: -,-, Normal, Bottom
: : Throw Which Actor?
@>Show Choices: Actor 1, Actor 2, Actor 3, More
: When [Actor 1]
@>Text:-,-, Normal, Bottom
: : Throw?
@> Show Choices: Yes, No
: When [Yes]
@> Conditional Branch: [Actor 1] is in the Party
@> Control Variables: [0001: Actor 1’s HP] = [Actor1]’s MAX HP
@>Text:-,-, Normal, Bottom
: : Actor 1 was thrown!
@> Change State: [Actor 1], + [Thrown]
@> Control Switches: [Actor 1], + [002: Actor 1 Thrown] = ON
@>
: Else
@> Conditional Branch: Switch [003: Actor 1 Joined] == ON
@>Text:-,-, Normal, Bottom
: : Actor 1 is not in the Party
@>Control Switches: [001:Thrown] = OFF
: Else
@>Text:-,-, Normal, Bottom
: : You have not encountered Actor 1 Yet!
@>Control Switches: [001:Thrown] = OFF
Repeat for each character you want to be able to throw,
Until you get to the more choice, then you can add any other
Characters in a new Choice Branch. If you want to
go back to the first choices just add.
@>Jump to Label: Start
Next create a state call it: Thrown
Make it priority 10
Now edit how long the character can’t move for,
or any other effect you want. Incapacitated could be used
to kill the character thrown for an interesting take on it.
Make another state and call it: Target
Make it priority 10
Set it to release after 0 turns with 100% chance and when battle ends
Set the message for when the enemy falls in the state, ex.
(Target Name) is the target!
Leave the rest blank.
Now create a skill name it: Actor Throw!
Set all its attack power to nothing
Set the mp cost, I didn’t use any as I have the skill set up as a limit break dude to its strength.
Set its common event as the one you created above
then make it so it adds the target state!
And set the scope to one enemy.
At this point you could just set the skill to target all the enemies and avoid this
last bit altogether. Having said that I hate it when you can’t make a common event like this
target more than one enemy.
Ok so the next bit means going into your enemy troop box
Create a new event page and set its condition as Switch [001Thrown] is ON make it’s span a turn.
Then in the box add..
@> Conditional Branch: Switch [002: Actor 1 Thrown] = ON
@> Conditional Branch: [1.ENEMY A] is [Target] Inficted
@> Show Battle Animation: [1.ENEMY A], [Throwing Animation]
@> Change Enemy HP: [1.ENEMY A] – Variable [0001: Actor 1’s HP]
@>Text:-,-, Normal, Bottom
: : Enemy took \v[1] Damage!
@>Control Switches: [001:Thrown] = OFF
@> Conditional Branch: Switch [002: Actor 1 Thrown] = OFF
@>
: Else
@> Conditional Branch: Switch [002: Actor 1 Thrown] = OFF
@>
: Branch End
@> Conditional Branch: Switch [002: Actor 1 Thrown] = ON
@> Conditional Branch: [2.ENEMY B] is [Target] Inficted
@> Show Battle Animation: [2.ENEMY B], [Throwing Animation]
@> Change Enemy HP: [2.ENEMY B] – Variable [0001: Actor 1’s HP]
@>Text:-,-, Normal, Bottom
: : Enemy took \v[1] Damage!
@>Control Switches: [001:Thrown] = OFF
@> Conditional Branch: Switch [002: Actor 1 Thrown] = OFF
@>
: Else
@> Conditional Branch: Switch [002: Actor 1 Thrown] = OFF
@>
: Branch End
Repeat this for every single enemy, and stack them exactly like above.
Once that’s done copy the entire event and paste it directly underneath
and change Actor 1 To Actor 2 and repeat this for as many actors that are being thrown
Once you have done that simply copy the Event Page from that troop’s box and paste it
Into all of your enemies boxes.
If you have any questions feel free to ask