State Spreading

FoppyOmega

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I need to make it so when an actor acquires a certain state in battle the other party members get a different state.

For example: actor 1 gets Death state, all other actors now get berserk state.

What's the best way to do this? (Can be eventing or scripting, doesn't matter)
 

Rycoria

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Mouser

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Assuming adding the berserk state to a dead character doesn't do anything (not sure on that), you could have the common event set all four actors to berserk and have each actor have the note tag to call the event on death.
 

FoppyOmega

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Works perfectly! Thanks guys.

This can be closed.
 

DorkLord

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So if one character in the party dies, all the rest of the party gets berserk state, which I'm assuming gives them all ATK bonuses?  That seems like it might encourage the player to let one of their weaker party members die so the rest of their party gets big attack buffs.  You don't want to encourage that, I think.

Also, when balancing your enemy encounters you would now need to take into account, if the one party member is down the entire party has this berserk bonus, which would make the enemy encounters significantly easier throwing your balance out of whack.

To me, it would make more sense if you had only a certain class with the berserk skill that would only activate if that player's HP fell below a certain percentage.  Just a thought.
 
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FoppyOmega

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Actually the death/berserk example was just for simplifying my explanation. I'm really using it for a skill that deals 3x damage if an ally just fainted the previous turn; sort of like the "retaliate" skill in Pokemon.

I figure I'll use it for other similar things as well.
 

Rycoria

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If there is a problem with having a dead character go berserk copy the common event and have 4 different ones, one for each actor that makes he other three add berserk. Glad to be of help.

Edit: Oh in that case you can just have the common event turn on switches and/or use parallel process events if necessary.
 
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DorkLord

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If there is a problem with having a dead character go berserk copy the common event and have 4 different ones, one for each actor that makes he other three add berserk. Glad to be of help.

Edit: Oh in that case you can just have the common event turn on switches and/or use parallel process events if necessary.
You could just use a conditional branch for each player.  Conditional Branch actorX state is dead, if state is dead do nothing, else add state berserk.
 

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