Any tips for the Skill: "Flames Of Rebirth"

Nunzio Zizzania

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As the title say:
Is there any typs for the FInal Fantasy Skill Flames of Rebirth.
To put that simple: It damage the enemies an also revive your fallen party with (10%/40%/90% HP).
Thank You
 

Heirukichi

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(10%/40%/90% HP)
What is this variance based on?

The rest is quite simple. Make the skill so that it only targets one enemy and in the formula add this:
Code:
$game_party.members.each { |m| if (m.hp == 0); m.hp += (m.mhp * percentage / 100); end; };
You should change that "percentage" to be the amount of maximum hp you want to restore but since I don't know how you are going to set that percentage I cannot help you more than this.

IMPORTANT NOTE: be careful because VX Ace formula box is very small and I don't know if it fits.
IMPORTANT NOTE 2: your damage formula goes AFTER that code.
 
Last edited:

Lord Vectra

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If it proves too big, make a new script page and put something like

Flames_Of_Rebirth = "Formula"

Then in the damage formula of the skill, put eval(Flames_Of_Rebirth)

Case sensitive and include the quotes around the formula in the script page. Hope that helps ^w^
 

Heirukichi

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Yes, if it is too big you have to put it in a script page, there is no other way around.

The one suggested is a possibility, another one might be this one:
Code:
class Game_Battler < Game_BattlerBase
  def flames_of_rebirth(b)
    $game_party.members.each do |m|
      m.hp += (m.mhp * percentage / 100) if (m.hp == 0) # change percentage here to be the variable you use to store the actual percentage
    end
  end
end
This way you can call it in your damage formula box this way:
Code:
a.flames_of_rebirth(b); damage_formula_goes_here
Both this and the one in the previous post are fine, just pick the one you like the most.

Just keep in mind that a skill written this way doesn't check if the user is an actor or an enemy and automatically revives actors. So you are the one who has to be sure that enemies cannot cast this skill.

I did a little edit in my previous post since I missed a semicolon. If you copied the code there be sure to copy it again. Missing semicolons are extremely annoying.
 

Nunzio Zizzania

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What is this variance based on?

The rest is quite simple. Make the skill so that it only targets one enemy and in the formula add this:
Code:
$game_party.members.each { |m| if (m.hp == 0); m.hp += (m.mhp * percentage / 100); end; };
You should change that "percentage" to be the amount of maximum hp you want to restore but since I don't know how you are going to set that percentage I cannot help you more than this.

IMPORTANT NOTE: be careful because VX Ace formula box is very small and I don't know if it fits.
IMPORTANT NOTE 2: your damage formula goes AFTER that code.
Actually... I said all enemies, not one enemy
 

Heirukichi

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My bad, I didn't read that. Just change the skill scope then, it will work. The problem with formulae is when you have your skill being cast multiple times (which should be the case of "all enemies" scope). Anyway since this skill contains a condition that checks if allies are actually dead before healing them nothing changes even if you cast it multiple times.

What happens if you cast it multiple times:
1) 1st cast, check if party members are dead and revive them if they are dead;
2) 2nd cast, check if party members are dead (if you successfully revived them nobody is dead) and revive them if they are dead (so nothing happens);
3) each cast after the 2nd will have the same result as the 2nd one so the only part that actually has some meaning in the formula is the damage itself.
 

Nunzio Zizzania

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My bad, I didn't read that. Just change the skill scope then, it will work. The problem with formulae is when you have your skill being cast multiple times (which should be the case of "all enemies" scope). Anyway since this skill contains a condition that checks if allies are actually dead before healing them nothing changes even if you cast it multiple times.

What happens if you cast it multiple times:
1) 1st cast, check if party members are dead and revive them if they are dead;
2) 2nd cast, check if party members are dead (if you successfully revived them nobody is dead) and revive them if they are dead (so nothing happens);
3) each cast after the 2nd will have the same result as the 2nd one so the only part that actually has some meaning in the formula is the damage itself.

Is there any way to show any popup damage/recovery from the undead ones?
 

Heirukichi

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Not without a script. The engine itself doesn't allow you to have pop-up messages. That said there are plenty of good scripts meant for that purpose. Yanfly has one that works quite fine (just be sure to get its fix as well since it might get buggy).

On a side note I am assuming by undead you mean not dead (which is not what "undead" means but that's the only thing related to this topic that comes to my mind), if you mean something else that is entirely different then I am afraid you have to give more details.
 

Nunzio Zizzania

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Not without a script. The engine itself doesn't allow you to have pop-up messages. That said there are plenty of good scripts meant for that purpose. Yanfly has one that works quite fine (just be sure to get its fix as well since it might get buggy).

On a side note I am assuming by undead you mean not dead (which is not what "undead" means but that's the only thing related to this topic that comes to my mind), if you mean something else that is entirely different then I am afraid you have to give more details.

And where I can find... the undead script?
 

Heirukichi

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And where I can find... the undead script?
if you mean something else that is entirely different then I am afraid you have to give more details.
I never talked about any undead script at all. As I stated in my previous post "undead" is not the same as "not dead". I am assuming that since you insist in calling them "undead" you need something related to undeads. That said I am afraid you'll have to share more informations or you'll be stuck.
 

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