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Require help with Boss-Events [XP]

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: Require help with Boss-Events [XP]
  • Original author: KINGGpatrick
  • Original date: July 27, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/require-help-with-boss-events-xp.65990/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker XP Support

Summary

So, I am trying to make a Boss that summons two fake copies of himself every turn that, when killed, self-destruct. The battle is not exactly refined yet, but I have come across a major Issue: The Immortal thing that causes enemies to not die when their HP reaches 0 appears to not function properly after the respective enemy has been revived. This means that, instead of triggering my Battle Event when at 0 Hp, the Clones will simply die without having used their attack first.

Archived First Post

So, I am trying to make a Boss that summons two fake copies of himself every turn that, when killed, self-destruct.
The battle is not exactly refined yet, but I have come across a major Issue:
The Immortal thing that causes enemies to not die when their HP reaches 0 appears to not function properly after the respective enemy has been revived.
This means that, instead of triggering my Battle Event when at 0 Hp, the Clones will simply die without having used their attack first.


Not wanting to have another Enemy use the Attack or weirdly revive the respective clone, I am at a loss of how to fix this without complicating things.


The Picture in the Spoiler should show all neccecary information.
In case any further questions arise, just ask. Thanks in advance!

The Battle Events have their conditions left of them, while the Common Event gets triggered by a skill the Boss uses.


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the Yuga Crisis.png
the Yuga Crisis.png
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