Sacrifice skill (Partially Solved)

● ARCHIVED · READ-ONLY
Started by Latimius 8 posts View original ↗
  1. Hey, first, I hope this thread is in the right forum ^^
    I wish to make a sacrifice skill : Everyone gets revived and full healed (Mana/HP) At the cost of the User's life.

    I Tried to call a common event that regain all and add a death state to the user and using yanfly's action sequence to animate everything.
    But whatever I do, the user dies before the common event is called and so he is revived everytime after he dies (instead of before) and whatever order I do. Is there a way to fix it ?
  2. You could use Yanfly's skill cost and Target Scope plugins and have the cost be 100% of the user's HP and set the skill to <Target: All Allies But User> so it will ignore the user but still target allies.
  3. scope: all allies (dead)
    damage type:HP recover
    formula: a.hp = 0;9999;
    effects: remove state [death] 100%

    it'd be better if i could figure out the proper way to restore to full health but this does work as you described. user dies and dead allies are revived to full health. (assuming health is less than 9999...)

    b.hp = b.mhp doesnt seem to work for me i only restore 25 health from it... thoughts anyone?

    edit: oh, i have no clue how much of this would even work in javascript..
  4. Thanks for your replies guys, but this is not exactly what I want to do :'(
    The 100% hp cost could work, but it needs for the actor to be full hp because it scales on Max HP, not current hp, and I don't want to force my players to recover someone full life to kill him just after ^^

    And Countyyoungblood, your method works, but that scopes only dead allies, I want to scope the alive ones too :'(
    I'm trying to make a formula but can't get it to work unfortunately :'(
  5. Can't you revive/heal everyone then kill the user?
  6. Kyuukon said:
    Can't you revive/heal everyone then kill the user?
    This is what I was trying to do, but whatever the order of the effects of my skill (so 1 call common event that heal/rez everyone 2 kill user or 1 kill user and 2 call common event) it always kill the user first then heal/rez everyone
  7. Maybe you should try adding the statements to kill the user in an end skill action sequence. I think it'd be something like:
    <Follow Action>
    eval: user.die();
    </Follow Action>
    Just throwing out ideas.
  8. Well, I just made it work by adding "death State" to the character who lauched the skill at the end of the common event, and that happened to work so this thread is solved, but it's not a general solution that will work for everyone I think ^^

    Thanks for your help guys <3