SPECIAL STATUSES [2K3]
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So, I've been thinking about adding some new statuses into my game (that would appear in beta5 and later), though I'm not entirely sure if it's possible to do said statuses. They are as follows:
Auto-Life: I originally tried to do this, but wasn't able to get it to work at all years ago. I'm sure it's possible to inflict a dummy status onto a character and then set a common event to when the character dies to revive them with X% of HP, but I'm not sure if it's really possible or not...
Disease: Exactly from Final Fantasy XII. Basically, HP cannot be recovered after taking damage, and the character's current HP becomes their new Max HP. For instance, if a character has 1000 Max HP, and takes 500 damage, then they cannot recover above 500 HP until the status is cured, and their Max HP becomes 500 until the status is removed. If the character is KO'd and then revived, then their Max HP is 1. I'm sure this will involve quite a few coding stuff, but if it can be done, it'll make the game more unique I think.
Disable: This one I THINK I kinda know how to do, but I would like to see if it IS possible. Basically, Disable makes it so as long as the status is on the character, they cannot perform any actions (with the exception of Defend and Escape in this game). Also taken from FFXII (though originally from Final Fantasy Tactics).
I'm not sure what other statuses would be interesting to throw into this game, but just wanting to know if it is indeed possible to set these 3 statuses up at all.
Auto-Life: I originally tried to do this, but wasn't able to get it to work at all years ago. I'm sure it's possible to inflict a dummy status onto a character and then set a common event to when the character dies to revive them with X% of HP, but I'm not sure if it's really possible or not...
Disease: Exactly from Final Fantasy XII. Basically, HP cannot be recovered after taking damage, and the character's current HP becomes their new Max HP. For instance, if a character has 1000 Max HP, and takes 500 damage, then they cannot recover above 500 HP until the status is cured, and their Max HP becomes 500 until the status is removed. If the character is KO'd and then revived, then their Max HP is 1. I'm sure this will involve quite a few coding stuff, but if it can be done, it'll make the game more unique I think.
Disable: This one I THINK I kinda know how to do, but I would like to see if it IS possible. Basically, Disable makes it so as long as the status is on the character, they cannot perform any actions (with the exception of Defend and Escape in this game). Also taken from FFXII (though originally from Final Fantasy Tactics).
I'm not sure what other statuses would be interesting to throw into this game, but just wanting to know if it is indeed possible to set these 3 statuses up at all.
They're all possible.
You need a common event to check for each status, some variables to hold the "real" health values for the diseased characters so you can restore it when the condition is lifted, and a couple of "remove battle command" calls to get your disable one working.
EDIT - One of the class skills in my game is actually similar to Disease. I think it would be EASIER to do it to party members than it was to do it to enemies actually!
You need a common event to check for each status, some variables to hold the "real" health values for the diseased characters so you can restore it when the condition is lifted, and a couple of "remove battle command" calls to get your disable one working.
EDIT - One of the class skills in my game is actually similar to Disease. I think it would be EASIER to do it to party members than it was to do it to enemies actually!
I honestly don't know how hard it would be to do this to enemies at all (in fact, I think Disable is IMPOSSIBLE to do to enemies unless I make it disable all skills that have 0 or higher). It's just that with Disable I have to go the extra mile and disable Attack and special commands (and when Disable is cured or wears off, to put them back in the correct order per character). Disease would be quite troublesome (and only one character in the game would have access to it I think...and that's IF I keep her in). I remember Auto-Life not working for me because I THINK it just wears off whenever Death happens, so the battle event wasn't working for it due to it not being there...though I could probably stuff it in a Common Event yeah. Then set a page that checks them each turn with all of the special statuses...
Disable shouldn't be TOO hard mainly because I have a couple coding that's kinda like it due to having a "Bowyer" type boss in the game. I'll just have to do that for EACH character correctly...
With the real HP value one...I guess have it set to start of battle or something to have the real HP value put into a variable, and then when Disease wears off or is cured, call that variable to reset HP, correct? I wanna make sure I get this perfectly right so I don't have to deal with major bugs. Disease is meant to stay even after battle too so there's that...lol.
I would assume that Bubble is possible to do as well (double's character's Max HP for a brief time). Reverse, I highly doubt is doable at all though...(reverses healing and damage, so damage does healing and healing does damage...).
Disable shouldn't be TOO hard mainly because I have a couple coding that's kinda like it due to having a "Bowyer" type boss in the game. I'll just have to do that for EACH character correctly...
With the real HP value one...I guess have it set to start of battle or something to have the real HP value put into a variable, and then when Disease wears off or is cured, call that variable to reset HP, correct? I wanna make sure I get this perfectly right so I don't have to deal with major bugs. Disease is meant to stay even after battle too so there's that...lol.
I would assume that Bubble is possible to do as well (double's character's Max HP for a brief time). Reverse, I highly doubt is doable at all though...(reverses healing and damage, so damage does healing and healing does damage...).
For auto-life, you just have your common event turn on a switch for each character that has it active. Then in the battle events, just have a page that activates with that switch, and have a condition fork for that party member's hp<1. Restore them to life in the event, and you're good.
Since my game allows the player to select which battle commands they want to arm the character with, I use variables to store the order. I strip them all off and re-apply them in a pre-battle common event. That keeps the order right.
You can remove the Disease condition via a common event if it persists after battle. Just make sure that you keep everyone's possible Diseased Max HP variables separate, and that you don't accidentally overwrite that value after it has already been set. Have a fork condition for each character that triggers when their condition is NOT Disease, and use the variable to set their max hp numbers back. Now, a potential bug here is that if the character gains a level while Diseased, their old MAX hp wouldn't reflect this new number. You COULD fix this by checking their current Max HP against half of the value of the Max HP stored in their Variable. If it is higher, add the difference to a variable, apply it to the Max HP variable, and then add it back in to the character.
Bubble would work the same way as Disease, just in reverse.
Reverse would almost be more trouble than it was worth, unless you were going to handle all skills and attacks via battle events. It is doable, but it will probably get very time consuming.
Since my game allows the player to select which battle commands they want to arm the character with, I use variables to store the order. I strip them all off and re-apply them in a pre-battle common event. That keeps the order right.
You can remove the Disease condition via a common event if it persists after battle. Just make sure that you keep everyone's possible Diseased Max HP variables separate, and that you don't accidentally overwrite that value after it has already been set. Have a fork condition for each character that triggers when their condition is NOT Disease, and use the variable to set their max hp numbers back. Now, a potential bug here is that if the character gains a level while Diseased, their old MAX hp wouldn't reflect this new number. You COULD fix this by checking their current Max HP against half of the value of the Max HP stored in their Variable. If it is higher, add the difference to a variable, apply it to the Max HP variable, and then add it back in to the character.
Bubble would work the same way as Disease, just in reverse.
Reverse would almost be more trouble than it was worth, unless you were going to handle all skills and attacks via battle events. It is doable, but it will probably get very time consuming.
Well, I'd LIKE to make it persist after battle is the problem with Disease. Just making sure that the Max HP values aren't overwritten is the issue (and the level up is another, forgot about that...I'll just have to see how much HP it gives on level up through a variable or something...hmm....).
At least I won't have to worry about Bubble too much since it doesn't last after battle...
Is it possible to only have one battle event for Auto-Life to check for everyone that may have it, or will I need separate switches for that?
At least I won't have to worry about Bubble too much since it doesn't last after battle...
Is it possible to only have one battle event for Auto-Life to check for everyone that may have it, or will I need separate switches for that?
It all depends on how you structure the skill. If you make Auto-Life a party wide buff, you could just make the skill into a switch.
Also, there is no reason you couldn't put the auto-life code in one event page you call every round. The common event still has to check to see who has it on, and turn on a switch for them (you could also use variables). You'll just get something that looks like this -
TRIGGER: Turn 1X
Call Common Event : Event_Name_Here
Branch: If Switch (Char1-AutoLife) = On
Variable Oper: Set Character1 HP
Branch: If <= 0
*Your resurrection stuff goes here. You bring them back with 1 hp, a Full Restore, or anything in between. You could even haste characters who were auto-life'd if you wanted.*
End
End
Just repeat the above for every character what can carry the Auto-Life effect.
Or-
If you just make the skill a switch, you can have a battle event triggered by that switch. Whenever it runs, check the hp of everyone in the party. You can do it in sequence and re-use one set of variables. Any time the hp for a character comes back <1, resurrect them and move on to the next check.
Also, there is no reason you couldn't put the auto-life code in one event page you call every round. The common event still has to check to see who has it on, and turn on a switch for them (you could also use variables). You'll just get something that looks like this -
TRIGGER: Turn 1X
Call Common Event : Event_Name_Here
Branch: If Switch (Char1-AutoLife) = On
Variable Oper: Set Character1 HP
Branch: If <= 0
*Your resurrection stuff goes here. You bring them back with 1 hp, a Full Restore, or anything in between. You could even haste characters who were auto-life'd if you wanted.*
End
End
Just repeat the above for every character what can carry the Auto-Life effect.
Or-
If you just make the skill a switch, you can have a battle event triggered by that switch. Whenever it runs, check the hp of everyone in the party. You can do it in sequence and re-use one set of variables. Any time the hp for a character comes back <1, resurrect them and move on to the next check.
I might use variables just to make sure that I have switches left for the main stuff (I already used about half of the switches available from the 5000 I have...I'm not very good at handling those or something or this thing is that big...). I'll give that a try with variables (one for each character) and see how that works. I'm assuming the Branch stuff goes into the Common Event itself.
Also, I just thought of this (actually forgot about it until I typed up what all statuses were in my game for a couple other forums), and I know it's possible to make the Freeze status effect work like in FFIX (where the character cannot act, but if they're damaged at all they instantly die). I'm assuming I'd have to make a common event for that as well similar to above.
And now, for one MORE special status, also from Final Fantasy IX: Burn/Heat. Basically, set to if the character takes any action at all, they instantly die. It'd have to be another custom coding (I'm assuming I could also put it in the Turn 1X page with anything else?), that much I know, though what would be the easiest way of doing so (or can it be DONE with Common Events at all?).
I do appreciate your help on this too. Sometimes I wonder if I didn't put TOO many statuses into this game, but oh well lol~
Also, I just thought of this (actually forgot about it until I typed up what all statuses were in my game for a couple other forums), and I know it's possible to make the Freeze status effect work like in FFIX (where the character cannot act, but if they're damaged at all they instantly die). I'm assuming I'd have to make a common event for that as well similar to above.
And now, for one MORE special status, also from Final Fantasy IX: Burn/Heat. Basically, set to if the character takes any action at all, they instantly die. It'd have to be another custom coding (I'm assuming I could also put it in the Turn 1X page with anything else?), that much I know, though what would be the easiest way of doing so (or can it be DONE with Common Events at all?).
I do appreciate your help on this too. Sometimes I wonder if I didn't put TOO many statuses into this game, but oh well lol~
I always try to get as much of the event code for the battles into common events as possible. It makes it easier to make changes in one place, instead of every single battle, but some things WILL have to be done within the battle event pages themselves.
Since you're worried about running low on switches, we'll use a variable this time.
You could use one variable for both Burn and Heat, provided they can't be stacked on a character at the same time. Again, you'll need one for each character.
We'll call the variable BurnFreeze. 1 = Burn, -1 = Freeze. 0 = Null
Freeze - In your common event, where you check for the Freeze status, you could record the character's hp value into a variable. Repeat this for every character that can be effected by the status. (I'm going to shorthand the pseudo-code here a little bit for expediency)
If Hero1 Condition = Freeze
If Variable:Hero1BurnFreeze =/= -1
Set Hero1FreezeHp = Hero HP
Change Variable:Hero1BurnFreeze = -1
End
Set TempFreezeHPVariable = Hero HP
If TempFreezeHPVariable =/= Hero1FreezeHP
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End if
End
That will check to see if the character has the status, and if so will set a variable to their HP at that time. Any time their HP is different from the value set when the BurnFreeze variable is first changed, they die.
Burn/Heat -
In your master common event, or in one of your common events if you end up with more than one to help keep track of everything, check for the Burn status.
This one will require some in battle eventing as well as the regular common work.
Common Event-
If Hero1 Condition = Burn/Heat
Change Variable:Hero1BurnFreeze = 1
End if
Battle Event-
Trigger : Variable:Hero1BurnFreeze = 1
Condition Hero1 uses FIGHT command.
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End If
End If
You just need to repeat the above for each of the party member's possible skills.
This should be right, or at least close enough to help get you there. This is also just how I would probably do these status types, and not necessarily the best way.
To conserve Battle Event Pages, which I believe top out at 99/100, you could nest multiple characters together in a single event. I try to avoid that when possible, due to how easy it gets to make mistakes when you're copy-pasting the events for each party member, but again, that is just me.
Since you're worried about running low on switches, we'll use a variable this time.
You could use one variable for both Burn and Heat, provided they can't be stacked on a character at the same time. Again, you'll need one for each character.
We'll call the variable BurnFreeze. 1 = Burn, -1 = Freeze. 0 = Null
Freeze - In your common event, where you check for the Freeze status, you could record the character's hp value into a variable. Repeat this for every character that can be effected by the status. (I'm going to shorthand the pseudo-code here a little bit for expediency)
If Hero1 Condition = Freeze
If Variable:Hero1BurnFreeze =/= -1
Set Hero1FreezeHp = Hero HP
Change Variable:Hero1BurnFreeze = -1
End
Set TempFreezeHPVariable = Hero HP
If TempFreezeHPVariable =/= Hero1FreezeHP
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End if
End
That will check to see if the character has the status, and if so will set a variable to their HP at that time. Any time their HP is different from the value set when the BurnFreeze variable is first changed, they die.
Burn/Heat -
In your master common event, or in one of your common events if you end up with more than one to help keep track of everything, check for the Burn status.
This one will require some in battle eventing as well as the regular common work.
Common Event-
If Hero1 Condition = Burn/Heat
Change Variable:Hero1BurnFreeze = 1
End if
Battle Event-
Trigger : Variable:Hero1BurnFreeze = 1
Condition Hero1 uses FIGHT command.
Change Hero1Hp - 99999
With Hp Reduction can kill target checked.
End If
End If
You just need to repeat the above for each of the party member's possible skills.
This should be right, or at least close enough to help get you there. This is also just how I would probably do these status types, and not necessarily the best way.
To conserve Battle Event Pages, which I believe top out at 99/100, you could nest multiple characters together in a single event. I try to avoid that when possible, due to how easy it gets to make mistakes when you're copy-pasting the events for each party member, but again, that is just me.
Ah....so for the Burn one there, that will only require one battle event and all of that coding is used in there for each and every instance for each character using a command of some sort is what I'm getting. I'll have to give all of these a test tomorrow or so to make sure they all work perfectly fine.
Yeah, I think Burn and Freeze aren't going to stack (it'd be weird for them to anyways considering that well...it's Burn and Freeze, which while they do the same thing are pretty much the opposite...).
I know how that is....I wish I could put most of these events into common events, but seeing as I have an Arithmetician and Blue Mage in the game, it can't be helped (not to mention Gravity abilities and such...). Though being able to do this for these kinds of statuses is going to make things so much easier to do, though seems Burn will have to be on another page, but that's alright as long as I can put everything else I need into one page. Again, I do thank you for your help on this. At this rate, don't know if there's anything else that I'd be adding in terms of statuses so this might be all I need ^^
Yeah, I think Burn and Freeze aren't going to stack (it'd be weird for them to anyways considering that well...it's Burn and Freeze, which while they do the same thing are pretty much the opposite...).
I know how that is....I wish I could put most of these events into common events, but seeing as I have an Arithmetician and Blue Mage in the game, it can't be helped (not to mention Gravity abilities and such...). Though being able to do this for these kinds of statuses is going to make things so much easier to do, though seems Burn will have to be on another page, but that's alright as long as I can put everything else I need into one page. Again, I do thank you for your help on this. At this rate, don't know if there's anything else that I'd be adding in terms of statuses so this might be all I need ^^
Ah, looking at the Auto-Life code example above, I'll need a switch (or variable) for each character I see, though I'm assuming that to turn it on, I'll have to have possibly a separate common event (or put it in the same one) that checks to see if the status is on them, correct? Making sure on that since I was about to add that in ^^;
EDIT - And looking at the coding for Burn, I could potentially use that one Variable for all of them (I don't think it would work that way personally, but thought I'd ask. If I did it that way, it'd probably do it to every character maybe...or maybe not...guess there's one way to find out!)
EDIT - And looking at the coding for Burn, I could potentially use that one Variable for all of them (I don't think it would work that way personally, but thought I'd ask. If I did it that way, it'd probably do it to every character maybe...or maybe not...guess there's one way to find out!)
You could do it in the same common event. I would suggest that you go out of your way to break up blocks of "If HeroX has ConditionX" with Comment Boxes so you can keep track of everything.
Mmkay, will do that to make things nice and tidy (I honestly think I should've used the comment boxes more often than I have...might actually do that later with other common events). And what of the Burn status question? Any idea on that, or is that one separate Battle Events all the way?
Ok, so the Auto-Life code works! This is what I have for that:
Branch if Reimu AutoLife Condition
Variable Oper: Set, 1
End
Branch if Var is 1
Variable Oper: Set, Reimu HP
Branch if Var is 0 Less/Equal
Change Cond: Reimu Death Remove
Variable Oper: Set, Reimu Max HP
Variable Oper: /, 2
Change HP: Reimu's HP V Recovered
Variable Oper: Set, 0
End
End
Works beautifully (I have Auto-Life, Freeze, and Heat Common Events called on the Turns X1 page so far.
Now, I've been working on Freeze, and MOST of it works. Just something doesn't seem to work right. This being that whenever the character is DAMAGED, they're instantly KO'd. The problem here is when they're damaged, they're not KO'd (I checked the variables in-battle, and it seems that they both change...). This is the code I have so far for that (I haven't tested Heat yet, as I was busy making absolutely SURE Auto-Life worked perfectly).
Branch if Reimu Freeze Condition
Branch if Var is -1 Not
Variable Oper: Set, Reimu HP
Variable Oper: Set, -1
Else
Variable Oper: Set, 0
End
Else
Variable Oper: Set, 0
End
Branch if Var is -1
Variable Oper: Set, Reimu HP
Branch if Var: is V Less
Change HP: Reimu's HP 9999 Remove
Variable Oper: Set, 0
End
End
I see that the problem I did here now that I look at it is that I have the same two checks against one another...though it seems that both the TempFreezeHPVariable AND the ReimuFreezeHP variable changes to match one another...
Will be back after I test this more, and after testing Heat (I'll get to Disease and Disable after that).
EDIT - Ok yeah, Freeze isn't working for me at all for some reason. I'm not sure why either...as for Burn, I have it working perfectly (it's in its own battle event page, but that's fine since I don't need it to be checked every turn). Disable, Bubble, and Disease I think I can put on the same page as Heat, Freeze, and Auto-Life perhaps...
I'll have to do the Auto-Life accessory in the same manner as Auto-Life but in a different common event methinks....the problem with that is it's supposed to activate as soon as the character dies...though I guess waiting one turn isn't much different I guess? I don't know...unless I MAKE them all separate events, they won't happen immediately right?
Branch if Reimu AutoLife Condition
Variable Oper: Set, 1
End
Branch if Var is 1
Variable Oper: Set, Reimu HP
Branch if Var is 0 Less/Equal
Change Cond: Reimu Death Remove
Variable Oper: Set, Reimu Max HP
Variable Oper: /, 2
Change HP: Reimu's HP V Recovered
Variable Oper: Set, 0
End
End
Works beautifully (I have Auto-Life, Freeze, and Heat Common Events called on the Turns X1 page so far.
Now, I've been working on Freeze, and MOST of it works. Just something doesn't seem to work right. This being that whenever the character is DAMAGED, they're instantly KO'd. The problem here is when they're damaged, they're not KO'd (I checked the variables in-battle, and it seems that they both change...). This is the code I have so far for that (I haven't tested Heat yet, as I was busy making absolutely SURE Auto-Life worked perfectly).
Branch if Reimu Freeze Condition
Branch if Var is -1 Not
Variable Oper: Set, Reimu HP
Variable Oper: Set, -1
Else
Variable Oper: Set, 0
End
Else
Variable Oper: Set, 0
End
Branch if Var is -1
Variable Oper: Set, Reimu HP
Branch if Var: is V Less
Change HP: Reimu's HP 9999 Remove
Variable Oper: Set, 0
End
End
I see that the problem I did here now that I look at it is that I have the same two checks against one another...though it seems that both the TempFreezeHPVariable AND the ReimuFreezeHP variable changes to match one another...
Will be back after I test this more, and after testing Heat (I'll get to Disease and Disable after that).
EDIT - Ok yeah, Freeze isn't working for me at all for some reason. I'm not sure why either...as for Burn, I have it working perfectly (it's in its own battle event page, but that's fine since I don't need it to be checked every turn). Disable, Bubble, and Disease I think I can put on the same page as Heat, Freeze, and Auto-Life perhaps...
I'll have to do the Auto-Life accessory in the same manner as Auto-Life but in a different common event methinks....the problem with that is it's supposed to activate as soon as the character dies...though I guess waiting one turn isn't much different I guess? I don't know...unless I MAKE them all separate events, they won't happen immediately right?
Oh right, forgot that this forum doesn't like square brackets. I did what Cherry did darnit >_<
Will give that a test. Maybe it's because I didn't put the "Branch if X in the Party" in there...or might be because I used less. Who knows! @_@ Will post back on how that goes then!
Will give that a test. Maybe it's because I didn't put the "Branch if X in the Party" in there...or might be because I used less. Who knows! @_@ Will post back on how that goes then!
Ok, so I tested it with the "Less" option for the "Branch if Var is Not" instead of Not (since I'm trying to go for if the character is damaged at all, but I may have to go with Not regardless @_@), and it works ONCE for the Less option, and then never again. Even if I return the FREEZETEST variable to 0 after changing the Hero's HP, it still refused to do it again, which was strange...I'll test it with the option as above and see if I HAVE to do it that way for it to work every time the person is frozen x_x;; Also, I'm going to need separate TempFreezeHP variables for each character, aren't I? Or will one work for all?
Will also test out Disable next as well, just in case...
EDIT - Well, Disable was super easy to do as I expected. Next up, Disease/Bubble! Though now the question is, SHOULD I have Disease carry over outside of battles...hmm...
EDIT #2: And here's what I have so far for the Disease coding. It's not perfect, but it's a start. Anyone want to take a crack at cleaning it up more? @_@

Also, thinking on buffing up statuses, since Freeze does what it does in FFIX, should I have Petrify do what it does in Final Fantasy X at all? For those who don't know, attacking a character who is Petrified will KO them AND remove them from the battle. Might make it more interesting (since I can't make it so that Petrified characters take 0 damage...) I think...
Will also test out Disable next as well, just in case...
EDIT - Well, Disable was super easy to do as I expected. Next up, Disease/Bubble! Though now the question is, SHOULD I have Disease carry over outside of battles...hmm...
EDIT #2: And here's what I have so far for the Disease coding. It's not perfect, but it's a start. Anyone want to take a crack at cleaning it up more? @_@

Also, thinking on buffing up statuses, since Freeze does what it does in FFIX, should I have Petrify do what it does in Final Fantasy X at all? For those who don't know, attacking a character who is Petrified will KO them AND remove them from the battle. Might make it more interesting (since I can't make it so that Petrified characters take 0 damage...) I think...
It looks like you're setting the Max HP and Diseased Max Hp at the same time. The way the event is written, it looks like it would never trigger. You should only set the REAL Max Hp when the character is NOT diseased.
You might need an extra variable.
REAL Max Hp, OLD Diseased Max HP, NEW Diseased Max Hp.
You might need an extra variable.
REAL Max Hp, OLD Diseased Max HP, NEW Diseased Max Hp.
Hmmm....this might get pretty confusing in a hurry then lol. Still think it'll add an extra challenge to the game, but oi vey @_@
Actually, there IS one more status effect I was thinking about now....Doom/Death Sentence, in which the user is given a certain amount of time/turns before they're instantly killed. How possible would this be to do at all?
Death sentence would be easy with the architecture already in place. Check to see if the character has the status and turn on a switch. When the switch is on, use a battle event to check for all actions the player can take. When player uses FIGHT command, ITEM, DEFEND, etc. Whenever the player acts, add one to a variable. When the variable reaches the turn limit for Doom/Death Sentence, kill the character.
Checking it when the character acts is better then checking it in your 1x turn event, since THAT would count the turns of every unit in battle. If you have 4 enemies and 3 player characters, a 5 turn death sentence might as well be an automatic kill.
Checking it when the character acts is better then checking it in your 1x turn event, since THAT would count the turns of every unit in battle. If you have 4 enemies and 3 player characters, a 5 turn death sentence might as well be an automatic kill.
















