How do make characters stop fighting in battle when they reach 0 hp?

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mugg42

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I'm new at this and just starting making my first game. I typically haven't had any problems and if I did i was able to work them out. I haven't realized it until I started making a boss battle, that when one character reached 0 hp he continued to fight as if he had hp left.

I don't want to remove him completely from battle, because I want to be able to revive him like you can in any other RPG game. Is there a way to make not move or take hits? Sort of like he's being ignored and is frozen.  
 

Shaz

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I've moved this thread to VX Ace Support (Tutorials is for Tutorials, not support). Please be sure to post your threads in the correct forum next time. Thank you.


You have probably given your character or his class a state resistance to death, or you have given him the Immortal state.


You don't need to do anything special to be able to revive a character in battle when they die - that is the default behaviour. They do not act, and they cannot be targetted. As long as you have one other living party member, the battle will continue, and you can revive dead party members as long as you have an appropriate item or skill.


Remove the state resistance and it should work. If it doesn't, let us know if you're using any custom scripts.
 
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mugg42

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I've moved this thread to VX Ace Support (Tutorials is for Tutorials, not support). Please be sure to post your threads in the correct forum next time. Thank you.

You have probably given your character or his class a state resistance to death, or you have given him the Immortal state.

You don't need to do anything special to be able to revive a character in battle when they die - that is the default behaviour. They do not act, and they cannot be targetted. As long as you have one other living party member, the battle will continue, and you can revive dead party members as long as you have an appropriate item or skill.

Remove the state resistance and it should work. If it doesn't, let us know if you're using any custom scripts.
Sorry about posting it in the wrong spot. Yeah i checked and that's what I had. I remember now when I was first creating my characters I put a resistance against death thinking that it was a attack. Like in Breath of Fire III a lot of the undead  enemies (ghouls, vampires etc.) use an attack called death that could instantly kill you. I guess that's what I thought it was when I saw it. Thank you for your help. I figured when I got the answer it would be something obvious...
 
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Wavelength

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I remember now when I was first creating my characters I put a resistance against death thinking that it was a attack. Like in Breath of Fire III a lot of the undead  enemies (ghouls, vampires etc.) use an attack called death that could instantly kill you. I guess that's what I thought it was when I saw it.
What you can do if you want to make the character immune to this kind of attack would be to give the character "State Rate * 0%" instead of "State Resist".

Basically, State Rate will modify the probability that this state can be applied by an attack/skill/item's "Add State" feature, whereas State Resist means that the actor straight-up cannot be affected by that state, even if code (as is the case with KO being set when HP drops to 0) or events are used to apply it.

It's an easy mistake to mix the two up, so I wanted to point it out.  Generally, State Rate is the better tool to use.  But if you had, say, a poisoned lake where any character entering the lake became poisoned but the poison could be resisted with a special amulet, that's where I think you'd want to use State Resist.
 

Shaz

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