Auto-use/cast ability or spell?

Ashton

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Should this be in the troop events or...?
No, once you install Death Common Even, you go over to the Common Events tab in the DB and write the event there, then in the Actor's "note" area you put it in as (iirc) <Death Event: 12> (or w/e number it is --- be sure to use the number instead of the name) Alternately for a TPK event you go into the script window and put the number of the event there in the slot for "WIPE_OUT_EVENT = 0"
 

GuyInDogSuit

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OK, now I'm getting somewhere! He finally automatically revives when he dies... immediately, every time. *facepalm* Close, but I wanted it to have a 1/3 chance of working each round.
 

GuyInDogSuit

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Ashton

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I can't speak for the auto life script, but for the death-event one, all you'd need is a loop that generates a random number (lets say 1-100) and stores it in a variable each round, then a conditional branch that checks if the variable is more than 66 (67 or higher is the top 30%, so...) then, if the random variable falls into that 30% chance, it activates the event to revive the character.
 

GuyInDogSuit

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This is what i have so far. Believe me when I say that I have no clue what I'm doing. And I have no clue how to do what you described. Either way, this is not working. It's not reviving him, at all.

Untitled-1.jpg
 

Ashton

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Ok, I just drafted this out quick-and-dirty, I've not play-tested it because for some reason one of my scripts broke my "Battle test" option and I've not had a chance to track down which one it is.

First, go to your common events tab in the DB window and put in something like this:

https://dl.dropboxusercontent.com/u/8499597/RPGMF/event_help1_common.png

Your going to need to "Control Variables" twice, once with a varaible for your actor's HP (set it equal to the game data of the actor's HP), and the one for a random number, (set it to create a random number between 1 and 100) This gives you the ammount you want healed (I dont know if you can do a "force action - recovery" if the character doesnt have the skill "recovery" --- not tried it myself) and the % chance that it will happen (se it to >= 66 for a 30% chance, >= 33 for a 60% chance, etc)

Next the actor screen is the simple one, just add a line of text in the notebox like this:

https://dl.dropboxusercontent.com/u/8499597/RPGMF/event_help1_actor.png

That tells the DCE script which common event to run when the actor dies.

(if anyone reading this is better at working with loops, feel free to step in, I may have screwed that loop up since I never use them myself...)
 

GuyInDogSuit

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I don't even... You lost me at control variables. I'm looking at the options but I see nothing that resembles what you have set up.
 

Ashton

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I don't even... You lost me at control variables. I'm looking at the options but I see nothing that resembles what you have set up.
Tomorrow when I get home from work I'll see about making a video showing how to do it, right now it's 3am and I have to be up all too soon. sorry :(
 

GuyInDogSuit

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Thanks. I appreciate the help.
 

Cadh20000

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I don't even... You lost me at control variables. I'm looking at the options but I see nothing that resembles what you have set up.
This tutorial will help a HUGE amount in figuring variables out. When you download it, open the "game.exe" file and play through it. At the same time open the "game.rvproj2" file in the editor. That way as the tutorial game points something out you can look it up in the editor and see exactly how it was laid out and executed. (If you "playtest" it through the editor instead of opening the "game.exe" directly then you can't use the editor to look stuff up without quitting.)http://forums.rpgmakerweb.com/index.php?/topic/10099-variables-guide/
 
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GuyInDogSuit

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Thanks, I've been busy with work and school but I'll look into that and report back on how it goes.
 

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