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Assassination Mechanic Help

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: Assassination Mechanic Help
  • Original author: wafflesaga
  • Original date: May 20, 2024
  • Source thread: https://forums.rpgmakerweb.com/threads/assassination-mechanic-help.168856/
  • Source forum path: Game Development Engines > RPG Maker MZ Support

Summary

I am trying to get this assassination game mechanic to work where ideally the player can approach an Event/Npc from behind and get the option to assassinate them if the player has the "Assassinate" Skill. I'm having several issues I will list in order. 1. Characters who have not learned the skill are getting the option to use it, and able to use it, despite all of the switches and checks I have tried to apply. 2. When the ability is used I scripted a self switch in the common...

Archived First Post

I am trying to get this assassination game mechanic to work where ideally the player can approach an Event/Npc from behind and get the option to assassinate them if the player has the "Assassinate" Skill.

I'm having several issues I will list in order.

1. Characters who have not learned the skill are getting the option to use it, and able to use it, despite all of the switches and checks I have tried to apply.

2. When the ability is used I scripted a self switch in the common event associated with the skill that is supposed to change the event to show the character collapsed as if assassinated. I can get the assassination to work, but the self switch won't trigger and I'm not sure how to set up my common event script for the ability to trigger a change in the event/npc that doesn't effect every other event and npc. For context, I tried a normal switch and tried having that trigger with the assassination, but when that switch gets turned on, every npc that can be assassinated would collapse along with the one you targeted because it's like a blanket effect instead of a personalized one like a self switch. So I made a self switch in that npc that is the collapsed character, and coded the common event to trigger it when assassination is confirmed by the player.

3. Generally I am confused about common events and how they trigger at this point because I've tried setting the trigger to "none", "autorun" or "parallel" with the associated switches and the only way I've gotten anything to run is by making an invisible event on the map that triggers the switch for if the character has the ability or not.
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