So I am currently creating a game for fun, Earthbound 2. For those of you that have played the original Earthbound for SNES, there are a few things I am trying to do that are similar to the game.
1. When the main character (Ness) dies, the party instantly fails and is transported to the church.
2. Ness is instantly revived and recovered at the church if he dies.
3. The church will charge a small donation fee of (party member level * 20) to resurrect a single fallen ally.
So in example, if Paula, Jeff & Poo are dead then:
Paula's Level + Jeff's Level + Poo's Level * 20 = Revival Cost ($).
Right now, I have a common event set up that is constantly monitoring if Ness dies. If Ness dies, it revives and recovers him at the church. This works great so far with event placed NPCs that start battles, I can simply choose continue even if loser. But, if a random encounter wipes out the party for example, well then it goes directly to game over. It should NEVER go to game over, ever. I tried adding an abort battle & call common event if Ness' HP is less than or equal to 0% to the encounter, but no go. Anybody got ideas for this one?
The second problem I am having is really weird...almost like math on variables is not working. I have a Revival Cost variable that is set to a constant of 20. I also have a revival modifier that is used when Ness visits the church to revive fallen party members. It adds the party members level to the revival modifier variable and then attempts to multiply it by the revival cost modifier. But it isn't working. The line reads:
Control Variables: [0011:Revival Modifier] += [Paula]'s Level
Paula's current level is 1 in this example. When I have the NPC output variable (\v[11]) to check the value, its 0 every time. Any ideas on this?
Also, if I try to continue anyway and do this:
Control Variables: [0011:Revival Modifier] *= Variable[0012:Revival Cost], the result is always 20. 20 is the value of Revival Cost as I mentioned earlier. I tried setting Paula's level to 15. So it should be doing 15 * 20 = 300, but no, the value is always 20. What kinda weirdness is going on?
Much help is appreciated all, thanks so much!
1. When the main character (Ness) dies, the party instantly fails and is transported to the church.
2. Ness is instantly revived and recovered at the church if he dies.
3. The church will charge a small donation fee of (party member level * 20) to resurrect a single fallen ally.
So in example, if Paula, Jeff & Poo are dead then:
Paula's Level + Jeff's Level + Poo's Level * 20 = Revival Cost ($).
Right now, I have a common event set up that is constantly monitoring if Ness dies. If Ness dies, it revives and recovers him at the church. This works great so far with event placed NPCs that start battles, I can simply choose continue even if loser. But, if a random encounter wipes out the party for example, well then it goes directly to game over. It should NEVER go to game over, ever. I tried adding an abort battle & call common event if Ness' HP is less than or equal to 0% to the encounter, but no go. Anybody got ideas for this one?
The second problem I am having is really weird...almost like math on variables is not working. I have a Revival Cost variable that is set to a constant of 20. I also have a revival modifier that is used when Ness visits the church to revive fallen party members. It adds the party members level to the revival modifier variable and then attempts to multiply it by the revival cost modifier. But it isn't working. The line reads:
Control Variables: [0011:Revival Modifier] += [Paula]'s Level
Paula's current level is 1 in this example. When I have the NPC output variable (\v[11]) to check the value, its 0 every time. Any ideas on this?
Also, if I try to continue anyway and do this:
Control Variables: [0011:Revival Modifier] *= Variable[0012:Revival Cost], the result is always 20. 20 is the value of Revival Cost as I mentioned earlier. I tried setting Paula's level to 15. So it should be doing 15 * 20 = 300, but no, the value is always 20. What kinda weirdness is going on?
Much help is appreciated all, thanks so much!