Reviving Dead Enemies
Moderators: Bob the Hamster, marionline, SDHawk
Reviving Dead Enemies
Is there a way to have an enemy revive another enemy in battle? I'm having a fight where it's a relatively decent design point. I thought "Ally (including dead)" would do it.
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- FnrrfYgmSchnish
- Metal Slime
- Posts: 721
- Joined: Thu Jun 18, 2009 4:37 am
- Location: Middle of Nowhere, VA
As far as I'm aware, the way to do this is to have the "healer" enemy hit itself with an attack that makes it spawn a new copy of the "dead" enemy.
Either that or have enemies transmogrify themselves into a blank enemy (that can't be targeted by heroes, but can by enemies) when they die using one of the new nightly counterattack features, then have the "healer" enemy use an attack that triggers the blank enemies to transmogrify (by counterattack) themselves back into the "dead" enemies.
Dead enemies just get erased from battle instead of being kept around with 0 HP like dead heroes, so the "Ally (including dead)" and "Dead allies" targets won't work for them.
Either that or have enemies transmogrify themselves into a blank enemy (that can't be targeted by heroes, but can by enemies) when they die using one of the new nightly counterattack features, then have the "healer" enemy use an attack that triggers the blank enemies to transmogrify (by counterattack) themselves back into the "dead" enemies.
Dead enemies just get erased from battle instead of being kept around with 0 HP like dead heroes, so the "Ally (including dead)" and "Dead allies" targets won't work for them.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Puckamon -- Not until the reserve party is expanded.[/size]
- FnrrfYgmSchnish
- Metal Slime
- Posts: 721
- Joined: Thu Jun 18, 2009 4:37 am
- Location: Middle of Nowhere, VA
- FnrrfYgmSchnish
- Metal Slime
- Posts: 721
- Joined: Thu Jun 18, 2009 4:37 am
- Location: Middle of Nowhere, VA
It's just like poison, so it keeps going forever by default. You'd have to chain it to an attack that sets the regen register to max (or has the "reset regen register" bitset on) to get it to go away.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Puckamon -- Not until the reserve party is expanded.[/size]