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Basically, I'm wondering if it's possible to make a skill similar to the one's utilized by Weaver (Dota 2), Cronos (Smite) or Ekko (League of Legends), with the first cast creating a "marker" with the character's HP and MP at the moment, and the second cast taking the character back to the marker. So if you use the first cast at full health and are severely damaged, all you need to do is cast the ability again and return to full health. I'm thinking on using it for one of my tank classes, and would love to see if it's possible.

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You can bind a common event to the first skill and store the character's hp and mp in variables. Then, bind another common event to the second skill and set the character's hp and mp to the variables. I don't remember if there's a way to just assign the variable numbers to HP and MP. I don't have access to the program right now, sadly. It is definitely possible though, so try tinkering around!

 

That's the basic idea. Do remember to set the variables to 0 at either the start of the battle or at the end.

 

Hope this helps!

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I don't remember if there's a way to just assign the variable numbers to HP and MP.

 

Yes, this is possible in the operand choice for setting up variables.  Just choose Game Data, click the ... then choose Actor and HP (repeat method for MP).

Edited by orathan

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This sounds like a really good idea. I would also set it up with states. So it would work like this: There are two skills, one that "marks" and one that "recalls". When you Mark, it gives the player a state that REMOVES the Mark ability and ADDS the Recall ability. This makes it so you can only recall after you've marked, and you can't mark if you already have one set up ( you could also allow the player to change the mark by not having it remove the mark ability, it's all a matter of balancing). When you cast the Recall ability, it removes the state on the user.

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