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https://www.youtube.com/watch?v=CILbgvxz7DA
Also how would i reverse a revive effect?
If the item/magic gave 100% health restoration it wouldn't matter but having only 1 item and spell revive and fully heal a target would be to other powed unless i made the item hard to get and the spell have a huge cost but i don't want to do that either
I'm not sure how to check for removing a state via a react effect...
I think the tricky part here is that the revival gets applied after the damage, because it's a skill Effect. One way around this could be to put the "remove death state" bit in the skill's damage formula. Something like this, maybe:
If using this method, you'll probably want to remove the skill's death-state removal Effect, too, otherwise any undead killed will just be revived again immediately! =P
The damage formula box uses "a" and "b" for the user and target respectively. Outside of that you could try "user" and "target" (works for Yanfly's Lunatic mode, not sure about elsewhere). Then you can add state #42 like so:
As an example, I think this should add the state with ID stored in variable #1 to the target of the skill, then do 25 damage/healing (depending on how you've got it set up) to the target:
Someone on the forums had exactly this problem, though it doesn't look like they found a solution: https://forums.rpgmakerweb.com/index.php?threads/yanfly-target-core-selection-control-problem.64951/
I think the issue is with the scope: "Ally" and "Dead Ally" are treated differently for skill scopes. Selection Control offers a blend of "Ally or Enemy", but not "Dead Ally or Enemy".
For reference, I tried the following, which let me select anyone and revive my dead ally; however, it makes selecting anyone other than a dead ally do nothing...
I think something similar to the snippet above should work if there's a tag that's evaluated when the user selects a target and before it applies the scope filter. I tried Skill Core's <Before Eval> tag but that didn't seem to work either. Maybe it needs another plugin. =(