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...
Honestly I see us getting MV Trinity Features:
System Database improvements:
-4/8 directional movement
-Horizontal/Vertical Command Menu Choice
-Still have the choice of Side/Front View, but with the additional options to have both(in the same game)
-Visual Novel Format
You have to be pressing a direction key for it towork while moving.
ie if you're facing right and you're talking to it by facing right, you need to press right, for it to work.
Now if you want to bypass that all together you can use himeworks buttton labels.
It will make other buttons act like...
1. No double posting, just edit your previous post.
2. I would just make your event trigger, event or player touch, then check if you're pressing page down and run a common event.
3. No not really. It's called an Action Battle System, or ABS for short.
Lots of things I want to tackle so:
1. an abs can be used as a battle system but it doesn't have too, it just makes it so you can do things on map like have events responded to certain button presses or things being equipped.
Now as for your OP question:
I might be missing something.
The "docs" are honestly soo frustrating. Eg. positionType : "Returns the current position type of the message window." Yes, great. could you please also tell me if 0 was bottom or top, so i don't have to start a playtest to see, because i keep forgetting it all the time, and what are the docs even for, if not that? (it's top btw...)
The one thing I've always struggled with is creating a story, it halts every single project I've ever worked on. We must be in the twilight zone because I've actually come up with a plot, from beginning to end (it kinda wrote itself). I may very well be on my way to creating my first proper little game, yay!