Original Source
- Original title: [VX ACE] Help with Reviving Item...
- Original author: DSBwizzardscall
- Original date: January 13, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/vx-ace-help-with-reviving-item.22276/
- Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker VXAce Support
Summary
Hello, thanks for taking the time to check my post! Previously, I posted asking for help regarding a special permanent death system I was attempting to create, and the community was kind and helped very quickly. I now think (emphasis on THINK - I'm still relatively new to RPG maker VX Ace, yet it seems to be working) I have the main structure down pat, but I have a problem I can't find a solution to anywhere. First, let me detail what I expect to happen. When a character of...
Archived First Post
Previously, I posted asking for help regarding a special permanent death system I was attempting to create, and the community was kind and helped very quickly.
I now think (emphasis on THINK - I'm still relatively new to RPG maker VX Ace, yet it seems to be working) I have the main structure down pat, but I have a problem I can't find a solution to anywhere.
First, let me detail what I expect to happen. When a character of yours loses all of their HP, they contract the [Fallen] state, which is essentially the standard [Dead] state, in that they cannot move or be targeted by the enemy. Instead of simply being out of play for the battle, however, via a system of conditional branches and variables the [Fallen] character has 3 turns to be Revived via an item, in this case called Aether. If they are not revived, the battle is not won, or the battle is not ran away from within these three turns, then the character says their final parting words, and is booted from the party, effectively permanently killing them.
I am able to cause them to correctly contract the [Fallen] state, and after X amount of turns they do say their words and leave the party. However, if they are Revived with Aether, the variable determining how many turns they were afflicted with the [Fallen] state is not reset, so if they [Fall] again, the variable starts where it previously left off. I can't find a way for the Aether item to reset the variable without either resetting EVERYBODY's death counter variable or not working at all.
Attached is a screenshot of the event I am using to cause the Death variable to function. It is usually in a Battle Event but I copied and pasted it to a common event so you could see it easier. I need the Aether item to reset the variable [#23: Is Kayla Fallen] to 0 on use. Will that work, and if so how can I do this, or am I doing something incorrectly?
Thank you again for your time.
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