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Revive ALL


AnarhIztok2511

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If you want the party to completely die and then be revived, then there is no clean way to do it. I believe the game signals automatic loss immediately without taking any detours once the last character dies.

 

If this is what you want, a workaround for this is to create a lifesaver item. Use a call to check to see if it has been used. I can provide more elaboration later if necessary.

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Well, the thing is, I'm triing to make a scenario to feature a day stage followed by a night stage, followed by a day stage, and so on.

The purpose of a night stage would be to face an evil presence (probably your own temptations, bad habits, etc.) that haunts and drains you by day and prevents you from functioning normally.

I know it may sound silly and uninterresting by some (i hope not too many though) players, but i think it might be interresting whenever completed.

So, every night you'd have a chance to destroy your enemy, but if you failed (even got killed in combat), you wouldn't die, but just wake up; maybe even a little weaker smile .

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In older versions of BoA, when the entire party died, the game stopped running script, the turn stopped, and you lost. In the most recent version, I think it waits until the end of the state that it's running (not even the end of the turn), but I am not sure.

 

It'd be easier just to revive most of the party if individual members die during the night but leave the party dead if all of them die.

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Quote:
Originally written by Kelandon:
It'd be easier just to revive most of the party if individual members die during the night but leave the party dead if all of them die.
This can be explained much more easily on a plot level, anyway. If all the PCs fail against their evil side (or whatever the enemy turns out to be), then none of them will be left to awaken the others. You could do some easy string manipulation stuff at the start of each day and have the characters that survived wake up the others.
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Quote:
Originally written by the Great Potato:
That actually sounds really cool.

If you get a chance to kill the night enemy, why shouldn't he have the chance to kill you? Would you be on a time limit (say 8 turns) to kill him, and if you didn't that would be failure?
Thanks, and yes, i thought there'd be a time limit, yes. Like 16h daytime and 8h night time - so, twice the amount of time for day and once for night. Or even less, coz falling asleep and waking up takes some time too smile .

Important: There was meant to be only one PC in the party.

Kelandon and Ephesos: That also sounds to me like a very nice idea.

Or,what about that:
If you had your Mom for a second PC, but she'd just wake you up in the morning (or revive you if you die), but otherwise the party'd be split. I saw it being split in Mad Ambition, so I know it's possible. But what i do not know is if when the party is separated and the active one dies - do you lose, or what? You probably do, right?
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The scenario "Cresent Valley" has an arena where you can send one PC in to fight and he'll be revived if he dies, but I seem to recall the implementation being a bit flaky -- sometimes the game would give you a game over message instead of reviving you.

 

One option is to have the enemy attack entirely through scripted damage calls (check the scripts for some of the bosses in Canopy, like Adlerauge or the Demon Idol, to see how to do this). If its next attack *would* kill the PC (i.e. the PC is at 0 HP, or the attack does unblockable damage greater than the PC's current HP), instead of attacking it wakes you up.

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Quote:
Originally written by Thuryl:
If its next attack *would* kill the PC (i.e. the PC is at 0 HP, or the attack does unblockable damage greater than the PC's current HP), instead of attacking it wakes you up.
So, if you went with the unblockable option, then you'd have to have preset levels of damage, right? I'm pretty sure that without you can't check the PC's char_ok() quick enough.

I really love the room for creative writing here... if this scenario comes to be, I expect some really good writing for when the evil... well, thing, would kill you. A variation on "It opens its gaping maw, and you awake drenched in cold sweat. It's gone." would probably be appropriate, but I'd love to see the final result.
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Making this appear completely seemless and perfect to the player would be very difficult if not impossible.

 

The death screen is practically immediate and it does not wait for the next turn to appear. Additionally, when a character dies indoors or in combat, he drops all of his items. The fact that the player can have any size party he wants, which could even change during the game, and that he can revive dead PCs with spells makes keeping track of deaths complex.

 

In theory I have a system that should work, but it involves using lifesaver items. I think it would be acceptable to explain that these items are some sort of protective ward to prevent your mind from really believing that it has died during your night phase.

 

However, I will need to know exactly what the player will be allowed to do before I can really describe what the scripting will look like. Can PCs die and be revived by Return Life during the night phase? How do they actually transition to the night phase? Is there any point when you want some PCs dead with only one alive (for dramatic effect)?

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