@Dopan Alright, so the KO sprites worked.
(..)
EDIT: I misread your post. I see that adding "<custom death state>" to the custom state does enable it to function, but only the actors remain. Although I would like the option to resurrect enemies, this basically solves both of my problems.
Im not sure if your problem is solved now or not..
However revive Units (Actor or Enemy) works if the UNIT is real death & than using the revive script from SRPG Core
Code:
this.unitRevive(EventID);
Event ID can also be inserted with "VariableValue" when the Variable has a Event ID stored..
However this will revive the UNIT at the MapPosition where it Died..and im not sure what happens if another Unit stands there at that time.
Thats why the Actor revive Skill works with "set event position to cursor".. but i didnt made any Revive Skill which can be used from AI Units..
i was allready thinking of how to make this work in different ways (revive 1 Unit or Revive All death Units).. but im not sure how the AI would set any position or even decide "which dead Unit" is to be revived.. if there are multiple dead Units ect..
Edit
probably it would be possible to leave an
spawned Event Placeholder with a "Dead Unit Char Img/ or a Grave" at every place where a Unit dies in order to keep this place
"reserved"..
this Event could be deleted if the Unit is revived ..
(that would solve the "set position issue")
But thats just an Idea which i did not tested and where i have no example or Plugin what i can provide to make it easier..
-Atleast not Now...