Can this be done in VX Ace by default or would it require a script?

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NeoPGX

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I want to set up a certain enemy so that the following occur when their HP drops below a certain percentage:

- Transformation

- BGM change

- activates a certain skill that remains active for the remainder of the battle even if the enemy's current HP goes back up above said percentage.

On top of that I want to know if this would also require a script: 

- A ME that plays repeatedly when at least one member of the party has their current HP fall below a certain percent and the ME would stop playing when all members of the party have that HP restored above said percentage or when the party member(s) is dead.
 
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Andar

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All of this can be done by troop events, no need for scripts.

You just have to make sure that the conditions and spans for the troop events are correctly set.

In the case of the skill (which would be the most complex part) you'll need to assign a switch, turn ON that switch when the conditions are met and have the skill placed in the attack pattern with the condition of that switch.
 

NeoPGX

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Thank you but that doesn't answer my question about the last bit regarding the party.
 

odinnightowl

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just need seperate troop events for the various things such as if you want the monster to use a skill at the beginning of battle only that is one event set at turn 0 or 1 and the transform will need to be another event on its own event page in the troop settings.
 

NeoPGX

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Guys, this last bit STILL hasn't been resolved. Can someone please answer?
 

On top of that I want to know if this would also require a script: 

- A ME that plays repeatedly when at least one member of the party has their current HP fall below a certain percent and the ME would stop playing when all members of the party have that HP restored above said percentage or when the party member(s) is dead.
 
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_Shadow_

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Well it could...

I mean you might be able to call every round a common event that checks all battler HPs and if at least one of them is below a certain amount it can trigger the beeper.

The same event must also check for HP being above such threshold, to stop the beeper in case of healing.

Now listen. Such a beeper will stop only during next turn.

So the check that stops the beeper must be implemented on the heal command (calling an event that does that),in order  to work properly.

That told, hope it helps you.

Green letters is the fixed part.

Each turn (BATTLE EVENT):

Check if HP of any Party Member is lower that X. (where X is your threshold)

IF that is true then

Start the beeper.

ELSE

Stop Beeper

You will need one If statement for each Party member (most simple way).

Skill Heal EVENT CALLED:

Heal the Party Member

Check if HP of any Party Member is higher that X. (where X is your threshold)

IF that is true then

Stop the beeper.

ELSE

Do nothing.

 


And how can you have a beeper during the music you might ask...

Well a beeper can be a BGS sound. 

So... case solved?
 
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Matchitza

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Try making troop events, maybe you could use a "Turn". Troop event and make it from turn 1 to turn (whatever), and make a conditional branch and make it check EVERY of our party member. Does it help?
 

NeoPGX

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That wont work. Because I want it for ALL battles, not just that one battle. The way you would have me do it would require that I manually set the event for all troops.  
 

Matchitza

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Ugh....

Ctrl+C = Copy Events

Ctrl+V= Paste Events.

It's time consuming BUT,

At least you got your answers
 

NeoPGX

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NeoPGX

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**NOTE THIS POST IS NOT A DOUBLE POST BUT FROM A PREVIOUS TOPIC OF MINE THAT GOT COMBINED WITH THIS ONE** 

In a previous topic I asked if making a beeper go off when a character's HP drops below a specified amount (in percent) would require a script. As it turns out, it can all be done by events. I also installed a script called "Yanfly Engine Ace - Base Troop Events" so that I don't have to input these events into every troop. 

Now I already set up each character up with their own troop event page that causes the beeper to go off when the HP drops to or below a specified amount. That was the easy part.

Now what I need to know is how to set up an event that makes it so that when all party members have their HP go back up the specified amount or if said members end up in the death state, the beeper stops immediately.
 
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_Shadow_

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Okay, plan B.

You set the beeper on if the HP of ANY hero is lower than a threshold, let's say X.

Now what if something happens, like healing, and the HP of all heroes are above X?

You should make the beeper stop somehow right?

So, to make it simple, if we got one hero, it will be like:

IF HEALTH OF THE HERO < X THEN

START BEEPER

ELSE

STOP BEEPER.

This will trigger every turn right?

But the check occurs every turn only.

You wanna make it work while using healing.

Thus you can do that by going on the Heal Skill and disable its HP+ boost.

Then you call a common event.

You heal your target using the event.

Then you also do this AFTER the healing:

IF HEALTH OF THE HERO < X THEN

START BEEPER

ELSE

STOP BEEPER.

That way you can stop the beeper on healing.

Same goes for healing items by the way.
 

NeoPGX

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But the check occurs every turn only.

You wanna make it work while using healing.

Thus you can do that by going on the Heal Skill and disable its HP+ boost.

Then you call a common event.

You heal your target using the event.

Then you also do this AFTER the healing:

IF HEALTH OF THE HERO < X THEN

START BEEPER

ELSE

STOP BEEPER.

That way you can stop the beeper on healing.

Same goes for healing items by the way.
OK, I like that idea better. But there is one thing it still doesn't tell me how to do:

Exactly how to pull it off. What do I do exactly? Pull up the database, add a common event? Edit the the features of all the healing items? modify troop events.

What, what do I do?????

Your post tells me none of that.
 
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_Shadow_

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First off, you avoid learning the basics, even when people recommended you to do so in the past.

You ask for complex stuff though, not being ready to understand what people will reply to you.

THIS, is YOUR problem, not mine, not other's. 

You will have problem following steps people suggest you in the future too.

I STRONGLY recommend you to learn the basics, before asking stuff with such an attitude.

You never asked about how to do basic stuff. I assumed you know them for asking something THAT complex.

Anyway.

Here goes the trick:

Go to the database. You there? Okay.

Go to the Skills tab and select the healing skill.

See the list box named Effects? Double click in there.

A dialog window  pops up.

Recover, State, Param, Other are the tabs.

Select the Other tab.

You select Common Event from there.

You can call a common event from a skill or an item.

In the common event you do your magic.

All right?
 
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NeoPGX

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OK I'm slowly but surely starting to get this. I have actually created a practice game where I tested a variety of events but never quite got this far. I apologize if I seemed liek I was getting an attitude, that was not my intention. OK I got the common event thing down. Now the question is how to set up the common event itself? I already know how to get to the common events tab, I just need to know how to configure it exactly.
 

Shaz

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Why are you creating a new thread about it? Why couldn't you just carry on the conversation in the same thread?


Mergin.
 

NeoPGX

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Why are you creating a new thread about it? Why couldn't you just carry on the conversation in the same thread?

Mergin.
LOL you had me confused when you combined this topic with the previous one. I considered it a separate matter and this topic to be closed so I created a new one.
 
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