QUOTE (literarygoth @ Oct 12 2010, 02:08 PM)

You're correct with the idea of using conditional branches and common events within battle. It can be confusing and a bit tedious to implement, but common events are very powerful.
The only other way to have this work, and be relatively easy would be to use a script. YERD or YEZ custom state effects would be perfect for what you're looking for. YEZ is more recent than YERD, I'm not at my computer at home so I don't have a link for you, but I'm certain that YEZ custom Status effects is floating around somewhere in the VS scripts section of this forum.
Or you could google it

I'm assuming it's the same as the one from YEM?

I'm using YEM in my game, I just wasn't aware I could do that.
I don't have scripting knowledge, though, so I'm not so sure I could create a react effect on my own
edit: I found this script while googling
edit2: figured out why it wasn't working and fixed it!
#----------------------------------------------------------------------
# <react effect: autolife x>
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# This causes the battler to automatically recover to x% MaxHP when
# they would otherwise be killed.
# Change the sub animation in order to use a custom revive animation.
#----------------------------------------------------------------------
when /(?:AUTOLIFE|AUTO_LIFE|)[ ](\d+)/i
if @added_states.include?(1) or @hp_damage > self.hp
remove_state(effect_state.id)
self.hp = 1
healing = self.maxhp * $1.to_i / 100
value = YEM::BATTLE_ENGINE::POPUP_SETTINGS[:rem_state]
value = sprintf(value, $data_states[1].name)
create_popup(value, "REMSTATE")
@hp_damage = -1 * healing
# Change the 42 to the id of any revive animation you wish to play,
# or to "nil" if you do not wish for any animation to play
@sub_animation_id = 42
end
----------------
This post has been edited by Pillanious: Oct 14 2010, 02:46 AM