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> [Help] Auto-Life with comon events?
NOWAYLARRY
post Apr 30 2010, 03:07 PM
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I am having a hard time figuring out how to set up a skill that adds Auto-life to a Actor. I'm sure someone has done this before it seems like it should be possible with eventing. My scripting skill is very very limited. Any help would be awesome!

This post has been edited by RzrBladeMontage: Oct 3 2010, 06:41 AM
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tsukasa102938
post May 1 2010, 09:30 PM
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I'm honestly not sure you could do it with out using some form of script to call the event. I mean you could make a conditional branch on each turn check to see if actor A has the state Auto-Life and make the Auto-Life state persist through death. Than have a second conditional branch to see if they are dead. This would kinda work, but I believe if the last person alive had it, you'd still get a game over as the event would only be called on the next turn. I'm not 100% sure if there would be a way to make it just with an event.
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NOWAYLARRY
post May 1 2010, 10:36 PM
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Well I spent a good two hours trying to make it work and I think you are right. Hm, I don't suppose anyone knows of a script to do this that is already made. As previously stated my scripting is pretty bad. I've looked through the RMXP scripts forums for this once but I'll try again.
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tsukasa102938
post May 2 2010, 07:30 PM
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I know Tanketia(Probably spelled wrong as I don't use it) has auto-life in it, but you'd have to use the whole side to get it to work probably. I'm not sure if Yerd's state script includes auto-life. It might, but I'm not 100% sure...Sorry I couldn't be of more help. ><
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NOWAYLARRY
post May 2 2010, 10:57 PM
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Well I'm using RMXP, which I should have stated before. sorry. I think I found a answer. Blizz's "Tons of Add ons" lists a auto-life state. so I'll try installing that. Just found it a minute ago. Thank you for the help.
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RzrBladeMontage
post Jun 26 2010, 01:18 AM
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I know this topic is a little old, but Larry, do you still need an autolife event? And if so, is it strictly for battle purposes?


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NOWAYLARRY
post Jun 26 2010, 09:50 PM
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QUOTE (RzrBladeMontage @ Jun 26 2010, 02:18 AM) *
I know this topic is a little old, but Larry, do you still need an autolife event? And if so, is it strictly for battle purposes?



Sure, that would be awesome if you know of a way it could work with eventing,
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RzrBladeMontage
post Jun 27 2010, 02:01 AM
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I'm working on it, I'm just running into some problems. I got a pretty simple system worked out but if there is only 1 person left and they have autolife on, and they get killed, it's an immediate game over... I'm trying to find a way to bypass the gameover and let the event take effect but I can't find a way to get past the gameover.


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Pillanious
post Nov 29 2010, 03:28 PM
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QUOTE (RzrBladeMontage @ Jun 27 2010, 05:01 AM) *
I'm working on it, I'm just running into some problems. I got a pretty simple system worked out but if there is only 1 person left and they have autolife on, and they get killed, it's an immediate game over... I'm trying to find a way to bypass the gameover and let the event take effect but I can't find a way to get past the gameover.


If you still need help with Autolife - here's a little script I found (Assuming you don't mind it not being evented =] ) that goes with YEM.

#----------------------------------------------------------------------
# <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


Hope that helps a bit.
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CreativeL
post Feb 2 2011, 09:45 AM
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QUOTE (Pillanious @ Nov 29 2010, 04:28 PM) *
QUOTE (RzrBladeMontage @ Jun 27 2010, 05:01 AM) *
I'm working on it, I'm just running into some problems. I got a pretty simple system worked out but if there is only 1 person left and they have autolife on, and they get killed, it's an immediate game over... I'm trying to find a way to bypass the gameover and let the event take effect but I can't find a way to get past the gameover.


If you still need help with Autolife - here's a little script I found (Assuming you don't mind it not being evented =] ) that goes with YEM.

#----------------------------------------------------------------------
# <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


Hope that helps a bit.


what system is this for, and where do I insert this?
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