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- Death Skill:100% should ressurect you
- [7:30:39 PM] Noroi Kisaragi: immediately upon death
- [7:30:59 PM] Noroi Kisaragi: or Die Skill:100% would technically be faster
- [7:31:11 PM] Noroi Kisaragi: there shouldn't be any wait time for that
- Blah;Self,0,MXP*0.2 (E),Revive,0,0,0,null,deadskill=2,dead=1,ammo=Death Thing (Ammo),notify=0
- Death Skill:100% Blah
- you want someone to auto revive on death
- [7:34:10 PM] Noroi Kisaragi: without it counting as
- [7:34:11 PM] Noroi Kisaragi: a loss
- if they were the last person to get hit
- [7:34:21 PM] Noroi Kisaragi: in that case
- [7:34:30 PM] Noroi Kisaragi: you'd have to use a Die Skill that revives you
- [7:34:37 PM] Noroi Kisaragi: Die Skill triggers before death is even called
- [7:34:42 PM] Noroi Kisaragi: ...
- [7:34:43 PM] Noroi Kisaragi: or
- [7:34:47 PM] Noroi Kisaragi: that doesn't quite work
- [7:35:09 PM] Noroi Kisaragi: you'd have to use a Damaged Skill that can only be activated when HP is 0 or less
- [7:35:23 PM] Noroi Kisaragi: Die Skill has a property that automatically kills you after useage
- [7:35:27 PM] Noroi Kisaragi: and Death Skill activates during the death process
- you would have to use a Damaged Skill
- [7:35:59 PM] Noroi Kisaragi: that heals you before it checks the death
- [7:36:14 PM] Noroi Kisaragi: lemme open up RPR CE
- [7:36:23 PM] Noroi Kisaragi: and i'll tell you a way to do it inside RPR CE
- the only way you'll be able to achieve that effect
- [7:38:20 PM] Noroi Kisaragi: in RPR CE
- [7:38:32 PM] Noroi Kisaragi: is through universal skills
- a Damage Skill:100% that forces the opponenet to heal themself in the proper scenario
- [7:39:08 PM] Noroi Kisaragi: a global skill'd Damage Skill
- however
- [7:39:45 PM] Noroi Kisaragi: hm
- [7:40:18 PM] Noroi Kisaragi: this isn't
- [7:40:20 PM] Noroi Kisaragi: documented at all
- [7:40:21 PM] Noroi Kisaragi: in the game
- [7:40:22 PM] Noroi Kisaragi: but
- [7:40:27 PM] Noroi Kisaragi: if you have "last skill" in your list_flags
- okay
- [7:42:04 PM] Noroi Kisaragi: here's a tip
- [7:42:22 PM] Noroi Kisaragi: there are 3 methods for an enemy to be "dead" but still count as "alive" for the end of battle purposes
- 1.) fi isdead is 0, they are "alive". this is obvious but you can't change it really
- 2.) if finished=1 the engine will think the enemy is using their final skill. this is automatically set to 1 during a Die Skill but in theory you could play with it using SetVar. the engine will think they are "alive"
- 3.) if a status effect called "last skill" is on the enemy, they will be treated as "alive", however, remember death clears the list_flags, and a forced death would eliminate "last skill" from the list flags list.
- [7:45:28 PM] Noroi Kisaragi: hm
- [7:45:32 PM] Noroi Kisaragi: in RPR CE terms..
- the only plausible way
- [7:47:36 PM] Noroi Kisaragi: you're going to replicate this
- [7:47:42 PM] Noroi Kisaragi: is using a Cancel Skill
- [7:47:50 PM] Noroi Kisaragi: with a skillreq attached
- [7:47:52 PM] Noroi Kisaragi: here's an example
- editskills
- x_Ring of Bite;IsGreater,0,HP-passed,1,0,0,0,x_Ring of Bite effect&&null,notify=0,ammo=Ring of Bite (Artifact),skillreq=x_Ring of Bite req
- x_Ring of Bite effect;Self-Target,0,min{0}HP-1,Chaos,0,0,Heal,(I)'s ring glows(coffee) siphoning the blow!,notify=0,reqskill=x_Ring of Bite req,after=x_Ring of Bite use,bypassshield=1
- x_Ring of Bite use;ListAdd,0,0,Ring of Bite (Artifact),0,0,0,list_useditems
- x_Ring of Bite req;IsLower,0,COUNT{list_eitems,Ring of Bite (Artifact)},COUNT{list_useditems,Ring of Bite (Artifact)}
- artifacts
- Ring of Bite (Artifact),1,100,0,0,0,0,0,0,Cancel Skill:100% x_Ring of Bite
- x_Ring of Bite is checking whether the number 1 is greater than the user's hp minus the damage recieved (passed)
- x_Ring of Bite effect is setting their hp to 1
- x_Ring of Bite use counts the artifact as 'used' so that if you equipped 3 artifacts you could use the skill only 3 times a battle, just like ring of second chance
- x_Ring of Bite req obviously is making sure the user isnt trying to use the skill more times than the # of artifacts equipped
- [8:02:44 PM] Noroi Kisaragi: i had to change the format up a bit since 'passed' isn't a valid argument in the dmgtype field, at least in RPR CE. i fixed that in ER
- [8:04:36 PM] Noroi Kisaragi: and i hope you set notify=0
- [8:04:44 PM] Noroi Kisaragi: if you don't you'll see 'You don't meet the requirements to use that skill!' everytime you take damage
- [8:05:51 PM] Demmyx: Wait, doesn't Self-Target deal damage to you instead of heal you?
- [8:06:09 PM] Noroi Kisaragi: yes
- [8:06:25 PM] Noroi Kisaragi: because Cancel Skill reduces incoming damage to 0
- [8:06:35 PM] Noroi Kisaragi: i do it to set the user's health to 1
- [8:06:50 PM] Noroi Kisaragi: though you could also do that via Stat or Setvar
- [8:07:18 PM] Noroi Kisaragi: if you didn't want the user's health to be set to 1
- [8:07:24 PM] Noroi Kisaragi: and for the artifact to simply stop the attack and keep your health
- [8:07:43 PM] Noroi Kisaragi: you could just change the damage of the self-target to 0 instead of min{0}HP-1
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