Auto-use/cast ability or spell?

● ARCHIVED · READ-ONLY
Started by GuyInDogSuit 20 posts View original ↗
  1. I couldn't find anything regarding this, but basically, I want to create a passive skill (or item) that will automatically revive a character, kind of like a Reraise-like effect. Basically, I want it to have a 25% chance or reviving the character at each turn/round. I cannot, for the life of me, figure out how to do this. Any suggestions?
  2. depending on when this is supposed to happen, you'll either need a parallel process common event (revival on map) or a troop event that happens every turn (revival on battlescreen).


    This event should check if the actor is dead, check if revival is possible and then revive the actor.


    "passive" skills or items aren't available in default, you'll need scripts to add this - but for what you describe you don't even need scripts if you follow the method I described above.
  3. How do I set the troop event for every battle? I looked into it and it seems I have to set it up for each battle. Unless I'm on the wrong track here...
  4. condition and span - the condition has to be fulfilled every turn (turn = 1 + 1*x) and the span has to be turn (= once per turn) instead of battle (= once per battle)
  5. I'm wondering if what you meant was how do you set this up so that it does it in every battle, not so that it does it all through a battle.

    What I use for something a bit similar is Yanfly's Base Troop Event script.  You set up each thing that you want to happen in every battle in one event (though obviously one on each page of an event) and it automatically runs them.  I'll try and find the up to date link for you.

    EDIT

    Here it is. https://github.com/Archeia/YEARepo/blob/master/Utility/Base_Troop_Events.rb
  6. I tried Autumnal's setup, and everything seems to work fine, but it doesn't seem to actually cast the skill once the character's dead, even after ten turns.
  7. Still stuck on this...
  8. I do think Yanfly (or somebody else) has a script for Auto-Life... you could probably learn from there in case you're fine with using scripts
  9. This may not be exactly as you want it, because I think I'm trying to do something slightly different from you, but here is something I've done.  I think it should provide a solid basis for you to tinker around with.

    First I created my 'resurrection' skill.  I have set it (via the damage formula) to revive with 10% of HP.  If you want a different percentage change the 10 in the formula to what you want.  You will see that the skill is set to 'Never' as the character, obviously, shouldn't be able to use it her/himself.

    Skill_zpsea29b367.png

    Then you need the troop event.  I'm using a script so that I only have to create one troop event and it runs in every battle.  I referred to it in an earlier post.  If you don't want to use a script you will have to put this into a page on every troop you create.

    Troopevent_zps3bae59a2.png

    The way I have set it up, it happens every time the character dies in a battle.  If you only want it to happen once per battle, you will have to play around with the turn settings.  Or maybe use a variable set to random so that there is a one in 3 chance that it will work?  Or change the 100% success rate to something else?  For the sake of clarity I'll just mention that 'Unconscious' is what I've named the death state.

    Hope this helps.
  10. ksjp17 said:
    I'm wondering if what you meant was how do you set this up so that it does it in every battle, not so that it does it all through a battle.

    What I use for something a bit similar is Yanfly's Base Troop Event script.  You set up each thing that you want to happen in every battle in one event (though obviously one on each page of an event) and it automatically runs them.  I'll try and find the up to date link for you.

    EDIT

    Here it is. https://github.com/Archeia/YEARepo/blob/master/Utility/Base_Troop_Events.rb
    I tried that script but I got an error. Where am I supposed to put it?
  11. GuyInDogSuit said:
    I tried that script but I got an error. Where am I supposed to put it?
    As with all scripts and as with the instructions inside that script, you need to put it below materials and above main.
    What error did you get? Please post a screenshot of the error message if you have problems.
  12. Andar said:
    As with all scripts and as with the instructions inside that script, you need to put it below materials and above main.

    What error did you get? Please post a screenshot of the error message if you have problems.
    I didn't see the instructions until now. So it's not giving me the error anymore, but the skill still doesn't execute. I even changed everything to what's in the screenshots above. I've got it pointing to the correct Troop ID, but still no go.

    0.jpg

    1.jpg

    2.jpg

    EDIT: OK, I added Demon God to troop 001 (which is where I put the conditionals for the skill) and ran a battle test. Sure enough, it worked, but I can't figure out how to run it on the other troop sets. Do I need to set a conditional for each of them to run the script?
  13. You shouldn't need to put it into the base troop event.  In the example I posted, Alissia is not in the troop event and it works in whatever battle she's in, so there4 must still be some error in your setup somewhere.

    EDIT

    I've just seen your error - when it says put it in troop #1, it doesn't mean put it in the slimes troop.  It means simply put it into a blank troop, and the example given was #1.  Create a new troop with no enemies and put the conditional in there.  Insert that troop number into the script so that it looks there and nowhere else.  
  14. It might be something different.


    How many actors do you have in the party? Is the unconscious state a replacement for the death state #1?


    If all actors are in state 1, the default battle will end before any events can be executed - you'll need to add the resist death feature or use a script (tsukihime wrote one for more troop event trigggers) to prevent that.
  15. ksjp17 said:
    You shouldn't need to put it into the base troop event.  In the example I posted, Alissia is not in the troop event and it works in whatever battle she's in, so there4 must still be some error in your setup somewhere.

    EDIT

    I've just seen your error - when it says put it in troop #1, it doesn't mean put it in the slimes troop.  It means simply put it into a blank troop, and the example given was #1.  Create a new troop with no enemies and put the conditional in there.  Insert that troop number into the script so that it looks there and nowhere else.  
    OK, I put it in a blank troop at number 050 and edited the script. Still no dice.

    Andar said:
    It might be something different.

    How many actors do you have in the party? Is the unconscious state a replacement for the death state #1?

    If all actors are in state 1, the default battle will end before any events can be executed - you'll need to add the resist death feature or use a script (tsukihime wrote one for more troop event trigggers) to prevent that.
    Yes, unconscious is just another name for death (state 1). I have tried it with various party setups, with the main character (who should be using the auto-revive skill). The only time it worked was when I had the conditionals in the actual troop.
  16. I may be misunderstanding what your wanting, but I have a similar event where my hero has "One more chance" that upon death swaps MP and HP (of course if the hero is out of MP....)

    I'm using Yanfly's Death Common Event:

    https://github.com/Archeia/YEARepo/blob/master/Battle/Death_Common_Event.rb

    You can set these up for each actor (and even enemies!) or you can set a single event for a TPK (which is what I've done) However, if you want this to only happen X number of times per battle, you will need a permanent parallel-processing event to reset it after battle. (at least that's the only solution I've found, and all it takes is make a PP event on the first map that constantly flips the switch back to off)
  17. Ok, I pasted that in, added the notetag to the character's notes.... and... I don't know what to do next.
  18. GuyInDogSuit said:
    Ok, I pasted that in, added the notetag to the character's notes.... and... I don't know what to do next.
    Assuming your using Death Common Event, you make a common event, it  can do anything from bring the player back to life (remove the "death" condition, then add back HP/MP as desired) to making a attack go off, to teleporting the party somewhere safe (you could even use it to swap out party members if you so desire) it's really a VERY open-ended system
  19. Ashton said:
    Assuming your using Death Common Event, you make a common event, it  can do anything from bring the player back to life (remove the "death" condition, then add back HP/MP as desired) to making a attack go off, to teleporting the party somewhere safe (you could even use it to swap out party members if you so desire) it's really a VERY open-ended system
    Should this be in the troop events or...?