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  1. Death Skill:100% should ressurect you
  2. [7:30:39 PM] Noroi Kisaragi: immediately upon death
  3. [7:30:59 PM] Noroi Kisaragi: or Die Skill:100% would technically be faster
  4. [7:31:11 PM] Noroi Kisaragi: there shouldn't be any wait time for that
  5.  
  6. Blah;Self,0,MXP*0.2 (E),Revive,0,0,0,null,deadskill=2,dead=1,ammo=Death Thing (Ammo),notify=0
  7. Death Skill:100% Blah
  8.  
  9. you want someone to auto revive on death
  10. [7:34:10 PM] Noroi Kisaragi: without it counting as
  11. [7:34:11 PM] Noroi Kisaragi: a loss
  12. if they were the last person to get hit
  13. [7:34:21 PM] Noroi Kisaragi: in that case
  14. [7:34:30 PM] Noroi Kisaragi: you'd have to use a Die Skill that revives you
  15. [7:34:37 PM] Noroi Kisaragi: Die Skill triggers before death is even called
  16. [7:34:42 PM] Noroi Kisaragi: ...
  17. [7:34:43 PM] Noroi Kisaragi: or
  18. [7:34:47 PM] Noroi Kisaragi: that doesn't quite work
  19. [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
  20. [7:35:23 PM] Noroi Kisaragi: Die Skill has a property that automatically kills you after useage
  21. [7:35:27 PM] Noroi Kisaragi: and Death Skill activates during the death process
  22. you would have to use a Damaged Skill
  23. [7:35:59 PM] Noroi Kisaragi: that heals you before it checks the death
  24. [7:36:14 PM] Noroi Kisaragi: lemme open up RPR CE
  25. [7:36:23 PM] Noroi Kisaragi: and i'll tell you a way to do it inside RPR CE
  26.  
  27. the only way you'll be able to achieve that effect
  28. [7:38:20 PM] Noroi Kisaragi: in RPR CE
  29. [7:38:32 PM] Noroi Kisaragi: is through universal skills
  30.  
  31. a Damage Skill:100% that forces the opponenet to heal themself in the proper scenario
  32. [7:39:08 PM] Noroi Kisaragi: a global skill'd Damage Skill
  33. however
  34. [7:39:45 PM] Noroi Kisaragi: hm
  35. [7:40:18 PM] Noroi Kisaragi: this isn't
  36. [7:40:20 PM] Noroi Kisaragi: documented at all
  37. [7:40:21 PM] Noroi Kisaragi: in the game
  38. [7:40:22 PM] Noroi Kisaragi: but
  39. [7:40:27 PM] Noroi Kisaragi: if you have "last skill" in your list_flags
  40.  
  41. okay
  42. [7:42:04 PM] Noroi Kisaragi: here's a tip
  43. [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
  44.  
  45. 1.) fi isdead is 0, they are "alive". this is obvious but you can't change it really
  46.  
  47. 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"
  48.  
  49. 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.
  50. [7:45:28 PM] Noroi Kisaragi: hm
  51. [7:45:32 PM] Noroi Kisaragi: in RPR CE terms..
  52.  
  53. the only plausible way
  54. [7:47:36 PM] Noroi Kisaragi: you're going to replicate this
  55. [7:47:42 PM] Noroi Kisaragi: is using a Cancel Skill
  56. [7:47:50 PM] Noroi Kisaragi: with a skillreq attached
  57. [7:47:52 PM] Noroi Kisaragi: here's an example
  58.  
  59. editskills
  60.  
  61. 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
  62.  
  63. 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
  64.  
  65. x_Ring of Bite use;ListAdd,0,0,Ring of Bite (Artifact),0,0,0,list_useditems
  66.  
  67. x_Ring of Bite req;IsLower,0,COUNT{list_eitems,Ring of Bite (Artifact)},COUNT{list_useditems,Ring of Bite (Artifact)}
  68.  
  69.  
  70. artifacts
  71.  
  72. Ring of Bite (Artifact),1,100,0,0,0,0,0,0,Cancel Skill:100% x_Ring of Bite
  73.  
  74. x_Ring of Bite is checking whether the number 1 is greater than the user's hp minus the damage recieved (passed)
  75.  
  76. x_Ring of Bite effect is setting their hp to 1
  77.  
  78. 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
  79.  
  80. x_Ring of Bite req obviously is making sure the user isnt trying to use the skill more times than the # of artifacts equipped
  81. [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
  82. [8:04:36 PM] Noroi Kisaragi: and i hope you set notify=0
  83. [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
  84.  
  85. [8:05:51 PM] Demmyx: Wait, doesn't Self-Target deal damage to you instead of heal you?
  86.  
  87. [8:06:09 PM] Noroi Kisaragi: yes
  88. [8:06:25 PM] Noroi Kisaragi: because Cancel Skill reduces incoming damage to 0
  89. [8:06:35 PM] Noroi Kisaragi: i do it to set the user's health to 1
  90. [8:06:50 PM] Noroi Kisaragi: though you could also do that via Stat or Setvar
  91. [8:07:18 PM] Noroi Kisaragi: if you didn't want the user's health to be set to 1
  92. [8:07:24 PM] Noroi Kisaragi: and for the artifact to simply stop the attack and keep your health
  93. [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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