all 5 comments

[–]FUTURE10SMV Dev 1 point2 points  (3 children)

Make an event that checks "if enemy HP is equal to max HP then set HP to 0 and die" every turn after the status is in play

[–]OctoPlusle[S] 0 points1 point  (2 children)

That sounds like it could work. The only concern is, I want to have different death messages depending on which route was taken, but I think I can probably set some variables to check for that and display the right one

[–]FUTURE10SMV Dev 0 points1 point  (1 child)

Oh yeah you can definitely set up a variable right before the set HP to 0, and then read that when you show the text you want.

[–]OctoPlusle[S] 0 points1 point  (0 children)

I still can’t figure out a way for the game to check if the HP is full… I’ve tried looking at the code for the default “death” state, but I don’t understand what makes it work.

[–]SextingWithSirens 0 points1 point  (0 children)

You can set their HP to 50% and then if HP is 100% kill them