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MV Guard Breaker ability

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV Guard Breaker ability
  • Original author: Rethy
  • Original date: April 6, 2026
  • Source thread: https://forums.rpgmakerweb.com/threads/guard-breaker-ability.183158/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

I'm working on a guard breaker ability for a boss where if a player character guards during the battle, they will immediately target that character and reduce their HP to 1. ((b.hp - 1) * 2 in the damage formula) I am also using the Action Times + trait, but haven't decided whether I want the guard breaker to be a "free" action or use one of those actions. Either way I have not been able to implement and test the ability to see what works best yet.* For most...

Archived First Post

I'm working on a guard breaker ability for a boss where if a player character guards during the battle, they will immediately target that character and reduce their HP to 1. ((b.hp - 1) * 2 in the damage formula)
I am also using the Action Times + trait, but haven't decided whether I want the guard breaker to be a "free" action or use one of those actions. Either way I have not been able to implement and test the ability to see what works best yet.*


For most "reaction" abilities I've been using VE - Counter Actions, which does not overwrite the user's action the same way "Force Action" does. However, since Guard targets the user, I've had to look for a different solution.

I was able to get the effect I wanted with the Force Action command, but I noticed it overwrites every action granted by the Action Times+ trait. This means one character can use guard, the boss uses the Guard Breaker skill, and then has no other attacks while the rest of the party pummels it to death from safety.

I then tried to implement it in the Action Pattern with Continuum AI Eval, and Unreachable Targets but it seems the eval happens at the start of the turn when the condition has not been met, so it selects a different pattern, and characters guard after that.
Screenshot (406).png


Is there a way to add additional actions after Force Action is used? Can extra actions be granted in a common or troop event instead of using traits?

*Including this because some solutions might work with either the "free action" approach or the Action Times + approach but not both, so I thought it was important context.
My current plan is to give the boss one "free" Guard Breaker per turn, to prevent the player from abusing the reaction and AOE healing to prevent the boss from ever hitting a killing blow, but reduce the chance of the player getting a TPK in a single round because multiple characters guarded.

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