Hello,
In the current game I am working on I have an idea to bind two characters together. Now I am not sure if this is the right area to start this in as this is only my second topic and I'm not really sure what this falls under. Anyways, what I mean by bind is that when actor A dies, actor B also dies, and when actor A revives, actor B revives, however actor B cannot be killed or revived in any other way.
Now my question is, would I need scripting for this? And if so would this be difficult to do for a beginner? Is it even possible?
Note that party member 1 and 2 are A and B respectively and will always be in the party and cannot be switched out.
Thanks for reading.
Binding Character Health Together
● ARCHIVED · READ-ONLY
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A script would be the easiest way.
I've moved this thread to RGSS3 Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
Generally, if you want to know HOW to do something, it is either going to go into VX Ace Support if it's not script related, or RGSS3 Script Requests if you want someone to write it for you, or RGSSx Script Support, if you're writing it yourself but need help. Game Mechanics Design is to discuss game mechanics theory, not figure out how to implement something. -
Alright thank you! :)
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Hmm,, This not that hard, wait for a moment.
Code:Just place that below Material and above Main Process.module Sozdorferz module BindingActor #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # EDIT ACTOR ID HERE #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Actor X will determine the life of Actor Y. # If Actor X is dead then Actor Y will join him/her to death. # If Actor X is revives then Actor Y will also revives. # ACTOR_X_ID = 4 # This is for example Eric ID ACTOR_Y_ID = 11 # This is for example Natalie ID # If Actor Y is revived by an item or skill but Actor X is # still dead, then Actor Y will die in the end of turn. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- endend # End of module Sozdorferz#=============================================================================# ** Scene_Battle#=============================================================================class Scene_Battle < Scene_Base alias update_basic_method update_basic def update_basic check_binding_actor update_basic_method end # new method def check_binding_actor actor_x_id = Sozdorferz::BindingActor::ACTOR_X_ID actor_y_id = Sozdorferz::BindingActor::ACTOR_Y_ID if $game_actors[actor_x_id].state?(1) $game_actors[actor_y_id].add_state(1) elsif $game_actors[actor_x_id].state?(1) == false $game_actors[actor_y_id].remove_state(1) end end end # End of Scene_Battle
I made this in a flash, so hopefully there's no bug. The thing when you said Actor Y cannot be killed in any other way, you need to make his/her defense sper strong in physical and magical, so he/she will take no damage by an attack, however if by any chance Actor Y is still killed by either some gruesome magic, he/she will always revived in the end of turn if Actor X is not dead. Vice versa if Actor X is dead(which mean Actor Y will automatically dead too), then you attemp to revives Actor Y without reviving Actor X first, then in the end of turn Actor Y will back to the graveyard.
EDIT : Oh yeah I'm sorry for double postin, because when I try to edit the one earlier, I accidentally pressing F5 then the page is refreshed, but then I forgot to re-edit and instead make a new post(silly)
Oh yeah one thing, I think the window log message won't notice you about the Actor Y condition if he/she dead because joining Actor X, but I don't really sure because I didn't test this. :D -
no probs.
Merged -
Thank you so much BoluBolu! :D I'm going to go put in the code right now and test it out. And yeah, as to what you said about actor Y's defences, I already made it the max, and had the actor resist all ailments/attribute(fire, ice etc.) and everything else but death. But I like the whole idea where you said: "Vice versa if Actor X is dead(which mean Actor Y will automatically dead too), then you attemp to revives Actor Y without reviving Actor X first, then in the end of turn Actor Y will back to the graveyard." that's a nice quick error check to make sure the system can be cheated. Thanks again!