Reraise type effect.

Kleigha

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I see in the demo skills and parameters there is one called Immortal that resists Death but I can't seem to figure out how to make it only happen once and then remove the effect like ReRaise (Life 3) in Final Fantasy 6.

I like the concept of this skill and I enjoy that I can pretty much do anything I want with features, but I don't know if I am overlooking something.

Thanks!
 

Linkzell

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I like to think of myself as a good eventer. I tried for about 30mins. to script this using a combo of Skill, State, and common events. But I am not having any luck. You may need an acctual script. I would take your questions to the "RGSS3 Script Requests" forum page and ask there. Here is the link:

http://forums.rpgmakerweb.com/index.php?/forum/36-rgss3-script-requests/

I will try again later to event this effect. But, I'm not too hopeful.

Also, be sure to follow the Rules for posting a request for a script. Its located at the top pinned on the forum.
 
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Espon

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You could try running a process that will check when someone hits 0 HP and has Auto-Life state, restore some health and then remove the state.
 

Linkzell

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You could try running a process that will check when someone hits 0 HP and has Auto-Life state, restore some health and then remove the state.
In theroy, yes, that is what needs to happen. But the [Death] state is the issue. I can get "Reraise to work, but if it is the last member of the party alive, then the battle ends. More or less, I can only get reraise to populate on the turn after the death, As is, it does not work @_@

Also, It does not help that I can't script Ruby.
 
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Espon

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If the auto-life state had State Resist Knockout, then they shouldn't die when they hit 0 HP.
 

Linkzell

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But you can only add features to states, not effects.
 

Kleigha

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I believe that I figured it out by using a block state script, using auto life as the blocked state, then calling a common event for the individual affected with auto life. There is a conditional branch. I haven't figured out how to make it apply to each party member using one event, but I can just make as many common events as i need for each party member.
 

Espon

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But you can only add features to states, not effects.
But Resist Knockout is a feature. *scratches head*

I believe that I figured it out by using a block state script, using auto life as the blocked state, then calling a common event for the individual affected with auto life. There is a conditional branch. I haven't figured out how to make it apply to each party member using one event, but I can just make as many common events as i need for each party member.
Should be able to make a conditional for each character and have it check them individually. I dunno what kind of impact it would have like if you would see any kind of lag during battle, though (probably just easier to go with an auto-life script at this point).
 
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Linkzell, if you have follow up questions, please make a new thread for them and do not hijack others' support threads, thank you.

Kleigha, good to hear things are getting solved. Leave a notice, if the solution works completely for you. :)
 
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