How to do battle events before battle condition game over checks?

wyverngem

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I'm making a game where my main character cannot be killed by enemies. His technique is triggered when his HP falls below 1% where he gets back up says something and recovers his HP and MP to what it was at the beginning of the battle. If there are other party members he will also revive them as well.


1. I set up my first page to mark what everyone's HP and MP is if they're in the battle on Turn 0 with the span set to Turn.


EventPage1.jpg


2. On the second page I make it so that when Actor HP (1) is less land or equal to 1% it activates with the span of Moment.
Here, if my main player is knocked out I revive him. Then I give the players a choice to Revive or Run Away. If the player Runs Away the battle is aborted. When Revive is selected the first character's HP and MP and revived to what they were at turn 1. (I haven't added in yet the other players being revived.)



EventPage2.png


My first actor is always in the party, he's locked into his position and place and doesn't get removed through the whole story. The other characters come and go. All right so when I test this, here's what happens.


1. If INH is alone in the party and is knocked out the game ignores the condition and says the party was defeated.


2. If INH is not alone, but the last to be knocked out the game ignores the condition and says the party was defeated. If INH is not alone and is knocked out while another party member is alive the game runs like condition as it's suppose to.


So how do I make it so that it runs this condition before aborting the battle and sending them to the game-over screen? I want the party to remain in the battle process and not be kicked out to another screen.


Also, how do I show animations on specific actors in battle? The Show Animation: Player, Flash doesn't seem to work and a Show Battle Animation will not perform it on a specified actor. It also requires use of a blank skill with only the animation. Any help would be appreciated. Thank you.

AffectedbyKnockOut.jpg
 

bgillisp

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The problem is when a character is KO'd they are removed from the battle party immediately, and if that results in a battle party of 0 the game over sequence is ran. Because of that you have two ways to fix this short of requesting a custom battle engine to get around that.


1: Make the main character immune to KO, and set the check to run when the character has 1 HP (note: Run on <= 0 HP might work too, untested though). This will work pretty well as long as you don't try to create any sort of endure effects.


2: Go to visual battles, and set all battles as continue when lose. Then, when you lose, have the character run away. You wouldn't be able to revive and retry easily (not without getting clever with loops), but it would work.
 

wyverngem

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So I went into the actor's Traits and added:


State Resist  Knockout


When I tested it it looked like it was working the way I wanted it too. :D However, will State Resist resist it 100% of the time? Now, the only thing I haven't figured out is how to play the animations of the specific actor.
 
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bgillisp

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As far as I know, it will resist it from here out, no matter what. I don't even think you can force add the KO state to the character at this point.


Afraid I don't know how to handle the animations, as I've deferred working on that in my project until it is more finished, so hopefully another poster will have more on that.
 

wyverngem

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Yep, can't add it to the character, you can however, make it look like they're KO'd by adding a state that has the [SV] Motion Dead with nothing else. It won't change the color of the HP font, but it does look like he's been knocked out. When his HP is 0 or less I add the state I made (I called it Slain, so I knew what it was) at the start of the event and take it off before the player either leaves the battle or revives themselves.


SlainState.jpg
 

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