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unus vox

A way to revive characters after a battle?

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First off, I apologize if this is the wrong forum or if I'm asking a stupid question. I searched around first, and can't find an answer to my dilemma.

 

Does anyone know if there's a way to automatically revive characters from knockout after a battle? As it stands, they will remain "dead" after a battle. Instead, I would like them to have 1 HP after a battle is over (I've seen this in other RPGs and find it preferable).

 

I haven't found any scripts for something like this, and I'm sure it would be easy to implement, but I currently have no knowledge of script. Any help or pointers would be greatly appreciated.

 

Thank you.

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First off, I apologize if this is the wrong forum or if I'm asking a stupid question. I searched around first, and can't find an answer to my dilemma.

 

Does anyone know if there's a way to automatically revive characters from knockout after a battle? As it stands, they will remain "dead" after a battle. Instead, I would like them to have 1 HP after a battle is over (I've seen this in other RPGs and find it preferable).

 

I haven't found any scripts for something like this, and I'm sure it would be easy to implement, but I currently have no knowledge of script. Any help or pointers would be greatly appreciated.

 

Thank you.

The best way I cant tell you to do this is to make a common event. Name it something like auto-revive or whatever, set it to run parallel and set the switch to one that gets turned on as soon as the game starts( or any switch that takes place before a battle). Then put in a conditional branch that when a certain actor is in state: knockout inflicted. Make one for every actor. Then under them simply put change state: actor remove knockout for the corresponding actor. Then I think you should be able to figure out the rest. If you need any help or want me to upload a little demo for you just let me know. Hope this helps

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The best way I cant tell you to do this is to make a common event. Name it something like auto-revive or whatever, set it to run parallel and set the switch to one that gets turned on as soon as the game starts( or any switch that takes place before a battle). Then put in a conditional branch that when a certain actor is in state: knockout inflicted. Make one for every actor. Then under them simply put change state: actor remove knockout for the corresponding actor. Then I think you should be able to figure out the rest. If you need any help or want me to upload a little demo for you just let me know. Hope this helps

 

Well, you just officially made my night. As I suspected, it was exceedingly simple. I considered having a parallel process common event, but I thought it would affect events during a battle as well. You have my sincerest gratitude. :alright:

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Well, you just officially made my night. As I suspected, it was exceedingly simple. I considered having a parallel process common event, but I thought it would affect events during a battle as well. You have my sincerest gratitude. :alright:

No problems if you ever need anything or have any questions just let me know. I'm glade I could help out. :alright:

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Hate to step in here; although this method works just as well, RPG Maker actually has a built-in function for this. In the States tab in the database, there is a "Release Conditions" section, which is for control of how natural state removal is handled. Just make sure "Release at the end of battle" is checked:

unledgwh.png

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Hate to step in here; although this method works just as well, RPG Maker actually has a built-in function for this. In the States tab in the database, there is a "Release Conditions" section, which is for control of how natural state removal is handled. Just make sure "Release at the end of battle" is checked:

unledgwh.png

:o omg why do I always try to make things more complicated lol. Its fine 2 that just went completely over my head lol, then when I saw it I was like :o :shok: :blink:. How did I.. anyway lol yes this is the easiest most efficient way thanks kell!

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I am literally laughing out loud right now. How did I not do this? I know how everything on the states page works, and yet I couldn't put 1+1 together. *facedesk*

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