Removing party members who died?

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Criazika

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As my signature and previous post revealed, I am working on a game closely inspired to Sword Art Online. To those of whom who don't know: 10k people get the first virtual reality game ever. The log out button stopped existing after beta. To make things worse: players who die, get their brains fried in 10 seconds of in game death. There is a Christmas item that revives dead players, and the easy idea is that I could simply not revive them, but since their brains would be friend in 10 seconds of death, how can I make any dead party members be removed from my party after the battle is over?
 

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I would add a common event that removes dead party members from the team and then call it after every battle.

Either turn a switch on during the battles or if you use touch encounters add the call into the event.
 
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Criazika

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I would add a common event that removes dead party members from the team and then call it after every battle.

Either turn a switch on during the battles or if you use touch encounters add the call into the event.
I'll tell you how it goes in the morning. Until then, I'd take other suggestions IF anyone has a better idea. 
 

Criazika

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I would add a common event that removes dead party members from the team and then call it after every battle.

Either turn a switch on during the battles or if you use touch encounters add the call into the event.
How would I event "If party member is dead" and then give it the option to remove them. If my battles also happen at random, how will I make the switch turn on when the battle starts?

The idea is that they stay in the party until the  battle is over, after that, they are removed if dead.
 

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For the first part, you could check if the party member has the "death" state applied or if their HP equals zero with a conditional branch. Then for the second bit, just turn the switch on in the troop events.
 

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for the second, use troop events to turn the switch on at turn 0 of the battle, then make a parallel process common event conditioned on that switch, and have the switch turned off at the end of the common event.


Paralel process does not run while in a battlescreen, so it will run only once after the battle has ended and the player returned to the map.
 

Criazika

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For the first part, you could check if the party member has the "death" state applied or if their HP equals zero with a conditional branch. Then for the second bit, just turn the switch on in the troop events.
for the second, use troop events to turn the switch on at turn 0 of the battle, then make a parallel process common event conditioned on that switch, and have the switch turned off at the end of the common event.

Paralel process does not run while in a battlescreen, so it will run only once after the battle has ended and the player returned to the map.
THANK YOU! Very good idea! I was thinking I would have to request a script, thank you!
 

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Criazika, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


I suspect it's because you wanted to quote two previous posts, but I see you've discovered the multi-quote button :)


Sounds like the issue is resolved now, so ...


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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