Game Over when party turns to stone?

StewS

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I'm fashioning a dungeon where the player party will encounter enemies that can turn them to stone. I was testing out the enemy in battle and noticed even when the entire party is affected by the Stone state, the battle continues. The enemies just keep pummeling away at them. I want Stone to be treated basically as identical to a Knockout state, and for the player to get a Game Over if the whole party is affected.

Could anyone help me figure out the easiest way to that?
 

Aerosys

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If it's just for some enemy troups, you can make a Troop Event that is triggered after each action and checks, if all party members are affected or not.

You can use something like this:

Code:
Turn switch "at least one Actor unaffected" OFF
Conditional Branch: Harold in Party
  Conditional Branch: Harold affected
    ..
  else
    Turn switch "at least one Actor unaffected" ON
  end
end

.. repeat for all Actors

Conditional Branch: Switch "at least one Actor unaffected" is OFF
  Game Over
 

Beregon

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If it's just for some enemy troups, you can make a Troop Event that is triggered after each action and checks, if all party members are affected or not.

You can use something like this:

Code:
Turn switch "at least one Actor unaffected" OFF
Conditional Branch: Harold in Party
  Conditional Branch: Harold affected
    ..
  else
    Turn switch "at least one Actor unaffected" ON
  end
end

.. repeat for all Actors

Conditional Branch: Switch "at least one Actor unaffected" is OFF
  Game Over
You can do this without checking for individual actors and instead checking the actual party members, like this:

EDIT: Alright, the party member script calls don't seem to work like I thought, so here's some event commands and script calls you can use:

Control Variables > Set > Game Data > Party > Member 1

This will return the ActorId of whomever is the first party member and save it into a variable. If there's no one in that slot, it will return 0.

You can use this script call inside a conditional branch to check if the value of the variable is not 0 (meaning, if the slot isn't empty)

Code:
$gameVariables.value(1) !== 0;
Now, you can use this inside a conditional branch to check if the actor is affected by either Knockout status or Petrify:

Code:
$gameActors.actor($gameVariables.value(variableId)).isStateAffected(StateId-Knockout) || $gameActors.actor($gameVariables.value(variableId)).isStateAffected(StateId-Petrify);
 
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