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Help me set up an Auto-Life state?

So ive tried using scripts and stuff that people have made for an auto-life state that revives you automatically in battle once you die, unfotunetly none of them have worked, and they are all old scripts with lack of support; so now im trying eventing.

I set up my state, which im going to call "phoenix", but it doesnt DO anything without the eventing. i need my state (not skill) to revive you once you either become knocked out, or hp equal to zero.

My attempts at common eventing this have all failed miserably. help me set this up? thanks :]
 
Have you tried battle eventing?  It's clumsy-- you'd need to add the event to each and every troop-- but it could work with conditional branches for the character being in a given state, and probably a few switches, since the KO state removes other states.

(As in:  Conditional branch:  Is Arshes in the Phoenix state?  If yes, flip switch "Republic Serial Villain Arshes."  And later:  Is Arshes in the KO state?  If yes, is switch "Republic Serial Villain Arshes" on?  If yes, resurrect Arshes.  Repeat for every character, in every single troop.)
 
i think i see what youre saying. crap, i must have forgot that KO removes other states, that must have been what was screwing me up.

but wont the switch turn off as soon as he goes from Phoenix to KO? and if it does happen to stay on, wont it stay on long after the state is gone?
 
Actually, you define in Database->States which statuses KO removes, so when you add another state just leave it unchecked and it won't be removed when you die.

Then you can have your Troop event on "Moment". In a Conditional Branch, check if the Auto-Life state is applied and then revive said actor and remove the Auto-Life state. Repeat for all actors, and voila, only 1 clean page (which you can copy to every Troop page) and no switches or variables used.
 
wow, totally didnt see that... O.o

ok, so when i show battle animation, it has actor 1, 2, 3, etc. i use a party switcher, which means picking actors 1 doesnt work... i need them to be actor specific... example: Arshes.
 
Hmm, you should be able to use a script Conditional Branch for that.

I'm not exactly sure, but it would look something like:
Code:
@>Conditional Branch: Script: "$game_party[1].name == $game_actors[1].name"
  @>Comment: If party member 1 == actor 1
  @>Show Animation: Party member 1
  @>Change State: etc.
 : End Processing
@>Conditional Branch: Script: "$game_party[2].name == $game_actors[1].name"
  @>Comment: If party member 2 == actor 1
  @>Show Animation: Party member 2
  @>Change State: etc.
 : End Processing

You'd have to do that check for every single actor. Now the syntax probably isn't correct, you'll have to ask a scripter about that, but that's the basics.
 
*sigh* its ok, i can do without the animation. ill just show like... text or something, or i could just make it an area animation and play it on the whole party. XD
thanks for your help you guys :]
 

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