It's not going to work like that.
For lots if reasons
1. You're code in the damage formula is wrong, like with what's written doesn't make sense.
2.Common event always happens after the damage formula.
If I understand what you want,
There's a 50/50 chance the user dies or the target dies...
1. This is in the wrong place.
2. Put this in the damage formula box(make sure it's hp damage or one of the others except, none):
If the above code doesn't work do this;
This will kill the target of the skill actor or enemy.
I'm working on a plugin that does a bit more than that.
But It's in very early development. Back in MV there was a plugin that did something called Independent Items, and I'm doing my own version, built into an basic backbone of redone inventory system.
there's a bit of work to...
Hopefully something on plugins, like info for coders.
I'm planning a plugin making series, were I show the audience how to make a plugin, with programming theory. Ie a lecture then show/code series. Where the entire series will include how to make a plugin from start to finish.
I'm planning on...
I've said this multiple times, MV 1.6.0 had 2 updates.
1. was the code
2. The other was the engine
And sooooo many people had to roll it back(1.6.1/1.6.2 is the just code changes, no engine update).
If they can't even do a simple update without breaking the entire engine for people to use,
Hmmm...for those who are complaining.
about updates for MZ.
As someone who saw VXA -> MV.
The engine got a new coat of paint but interms of features from VXA -> MV, that a non coding users can get:
Added TP Commands
Added Plugin Commads
A few new conditions to events
On plugins you could use Plugin Parameters instead of notetags, though I would argue that doing it easily wasn't really untill 1.5.x.
And when I say instead, I mean using plugin parameters to do the work that notetags would do by specifying what item is going to be changed.
As for who decides...
I put my money on 3+ layers.
Especially if they add MV Trinity Features.
One of MV Trinity Features was Foreground & Background parallax.
Basically a Foreground is a fog layer.
(XP had a built in fog layer & 3+ layers, strong feeling that XP mapping system in it's full glory is coming back, but...