I am trying to make a skill for my necromancer character called Reanimation. In this skill, the character casts a spell that "dooms" the enemy. After x turns (say two), the enemy disappears--in effect, it is dead. The next turn, you get a message, maybe "Reanimation commencing" or something. Then, the next turn, a message coems up that says "Target reanimated!" and the enemy reappears, but as attacking its former allies (your character's enemies). It does not really matter if the enemy appears as a non-controllable ally, or if he appears in a permanent confused status where he was before.
I have gotten parts of it to work with common events, but I am running out of options for certain things. There are two common events I am using: CallReanimation and Renanimation.
CallReanimation:
My problem occurs with the second code. I can't figure out how to make it wait turns, only seconds, so I put in a timer. However, I must be screwing up with that because the conditional branches for the timer are ignored, and at 0 the battle is aborted. So for right now, I have the death occur instantly.
Reanimation: parallel trigger, condition switch 49 is on
As I said, I would rather do it by turns, but a timer would work if absolutely necessary. I would prefer events to do this, but scripting is fine too.
I have gotten parts of it to work with common events, but I am running out of options for certain things. There are two common events I am using: CallReanimation and Renanimation.
CallReanimation:
Code:
Control Switches[0049] = ON
Call Common Event: Reanimation
My problem occurs with the second code. I can't figure out how to make it wait turns, only seconds, so I put in a timer. However, I must be screwing up with that because the conditional branches for the timer are ignored, and at 0 the battle is aborted. So for right now, I have the death occur instantly.
Reanimation: parallel trigger, condition switch 49 is on
Code:
Conditional Branch: [1.] is doom inflicted
Change Enemy State: [1.] + incapacitated
Wait 60 frames
Control timer: Startup (0 min, 30 sec)
Text: 30 seconds until reanimation!
Conditional Branch: Timer 0 min 15 sec or more
Conditional Branch: Timer 0 min 15 sec or less
Text: 15 seconds until reanimatin!
Conditional Branch: Timer 0 min 1 sec or more
Conditional Branch: Timer 0 min 1 sec or less
Control Timer: Stop
Text: Target renanimated!!
Show battle animation: [1.]. Curse1
Change Enemy State: [1.] + reanimated
As I said, I would rather do it by turns, but a timer would work if absolutely necessary. I would prefer events to do this, but scripting is fine too.