Reviving Dead Enemies

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RMZ
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Reviving Dead Enemies

Post by RMZ »

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
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Post by FnrrfYgmSchnish »

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.
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Puckamon -- Not until the reserve party is expanded.[/size]
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Post by RMZ »

Man, that's crap. Is there a trick to making REGN work on enemies as well? I'm trying to think up an alternative for this battle.
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Post by FnrrfYgmSchnish »

The Regen status effect should work the same for enemies as for heroes, as far as I know there's nothing weird about how it works with them.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
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Post by RMZ »

Figured the REGN part out. How long does it last typically?
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Post by FnrrfYgmSchnish »

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]
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