AUTO REVIVE

Posts

Pages: 1
Yes, I'm looking for a way to create an item to auto revive while in battle. I would like to set it up in the common events tab and have it trigger when the player dies it will revive the player in battle and use up the item after words?
chana
(Socrates would certainly not contadict me!)
1584
Which words : "rise up and walk?" just joking, sorry, can't help, maybe you should precise what engine you're using though.
Check in this topic -

http://rpgmaker.net/forums/topics/10040/

There's a revive outline you could probably adapt into what you are looking for.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
First you need a parallel process common event that checks if each character is wearing the piece of equipment. Let's call it the Sacrificial Jizo. Use conditional branches to check if each character has the Sacrificial Jizo equipped, and if so, turns on a switch with a name like "Alex has the jizziness". If not, the parallel process turns off the switch.

In RPG Maker 2003, parallel process common events will not happen during battle. You have to use battle events for the part that happens during combat. A battle event with condition "Hero is between 0% and 0% HP" should happen when a certain character dies - make one of these events for each character. Make a battle event for each character. Each battle event should check if the switch for that character is turned on or not. If it's turned on, revive the character, turn off the switch, and turn on another switch named "Destroy Alex's jizo". As before, you'll need a different switch for each character. Once you have a battle event like this for each of your characters, copy all those events to every group of enemies.

Now go back to the parallel process common event. Add some more conditions to the end of the event, checking if each of the "Destroy <character>'s jizo" switches is turned on. If so, unequip that character's accessory, remove one jizo from the player's inventory, and turn off both of that character's jizo-related switches.

Note that if the entire player party is wiped out, even if the last person has a jizo equipped, the battle will be over. This is unavoidable. In RM2K3, when no one on your team has any HP, even for a split second, it's game over, period, end of story, no exceptions.
I'm using RPG Maker XP for RPG Engine.
author=Killer Wolf
Check in this topic -
http://rpgmaker.net/forums/topics/10040/
There's a revive outline you could probably adapt into what you are looking for.


Yes that's very helpful, but can I modify it in a way that the common event is linked to the Knockout state so when the character is killed it checks for the item in question in their inventory and if so it removes the item from inventory and brings the character back to life without triggering the gameover screen?
chana
(Socrates would certainly not contadict me!)
1584
(Nobody laughed at my joke?!, I thought it was funny... (off topic))
author=zergar
Yes that's very helpful, but can I modify it in a way that the common event is linked to the Knockout state so when the character is killed it checks for the item in question in their inventory and if so it removes the item from inventory and brings the character back to life without triggering the gameover screen?


If you're using XP, you could probably find someone to help you script a much smoother auto-life than the ones I can event in 2k3. That said, you could easily make an event that checks if a character is unconscious and then checks to see if a certain item is in the party's inventory. If character status = "knocked out" then if item = "Revive Stone" is in party inventory, revive the character and reduce the item count by one.

Of course, as was mentioned above, if you try this in a battle with only one player, it would be problematic. (Again, this is based on how 2k3 handles things. I am not familiar with XP). There should be a way, probably making the actual battle occur with a If Victory / If Defeat Fork. Have defeat check for the revive item, and restore the character's life.

Of course, in THAT case, you would revive outside of battle. You COULD track enemy stats through variables and "re-start" the battle, setting them back to the hp and mp values they had before the character "died."

Chana- I thought the joke was clever. =)
I tried a test run in RPG Maker XP with common event and setup in the battle event to trigger when a specified actor is at 0% for HP to trigger the common event and then end result was that when having 2 party members in the party one will revive, but when i had only 1 party member in the party the test battle went to game over. I'm not very versed in using script programming yet. Although I might try your way here to see if that works for a 1 character party.
I've now tried it your way and i end up stopping the battle and being revived outside of battle instead of continuing the battle after dying. I assume that scripting would be better to do the auto revive to keep the battle going in RPGMXP? And is there anyone out there that could help me create a script to do that?
Well, I said that is what would probably happen. That is why I brought up the idea of recording the enemy's stats into variables and putting everything back the way it was on returning to the battle. If you play an animation for the revive effect back on the map, it will even look like that is how you MEANT for it to function. You could set it to automatically start the battle again (by using a goto label, or making a redundant call to the encounter from within the first defeat fork).

Fighting - Dies - back on map - Revives - A "What!?" sort of reaction from the monster - Back to Fighting.
I did test it with a loop, the only problem was the fact that I some how forgot to put in the check inventory for the item and I ended up in an infinite loop of going in and out of battle. Would I have to set varables up for all the enemy stats that are in the enemy party or just set it for their hp and sp?
I think Hp and Sp would probably be sufficient. You could explain the enemies no longer being under the effect of status effect magic/items easily enough: When the character died, the effect on the enemy was broken. Or, when the character was being revived, the effect of an item wore off.
Okay thanks, I have it working now. Without any problems. Thanks for the Help.
Thiamor
I assure you I'm no where NEAR as STUPID as one might think.
63
Just to say this, even though it's working, and it probably WAS already said. Do this.

Make a thing that automatically checks for, say a certain ITEM in battle. If it has that item, it'll auto revive, each time you're killed, until all of that item is used up. Each time you're revived using it, it takes 1 out of your Inventory. Repeat for each character using Conditional Branches, and it should work for everyone until it's used up.

This way no skill needs to be made, along with any more events, just to have it work once cast. It'll then always work unless you run out of items.
Pages: 1