Is a 'Revival Stone' item possible?

hi! i was just wondering if anyone has ever implemented something along the lines of a revival stone mechanic, or if such a thing would be possible.

basically, what I mean is like an item you can have a character hold which immediately revives them if they would be killed in combat, and is consumed. I understand this is a long shot but i was just curious if anyone has made something along those lines! sorry if its a bad question!

You ask at a good time. While the latest version doesn’t have this mechanic, Souls of the Forest is currently working on an Engage-style revival stone prototype. It works by character instead of holding an item, but that should be relatively easy to change if the code is ever released publicly.

My hack has a character with a personal skill that revives them when they die, once per map. So I’d hazard a guess that what you want is already possible with enough programming.

Vesly made a patch for that as well

My preferred solution is to simply spawn the boss again once they die. That being said, problems arise if the boss is able to move, or be moved, since the coordinates the replacement boss gets spawned at can consequently change. However, if the boss is immobile, all you need to do is spawn another unit at the boss’ coordinates when they die.

Or alternatively, you could use more advanced event commands to always get the current coordinates of the boss

thanks! this might be what I’m looking for!

I’m new to this, but I really want to install this patch. How do I do it?

i have written up a guide on how to implement these but as i’m still a new account i have to wait 24 hours to post it. be back then!

we use vesly’s cannotdie patch for our revival stones so here’s the process we use with febuilder.

download the entire cannotdie folder from vesly’s asm github repo and then unzip it into it’s own folder on your pc. open up installer.event in notepad and scroll down to this section of the document.

now go to the boss character’s id in the character editor of febuilder and note the character ID number which is highlighted in the below image.

take that number and put it here and here in Installer.event. this tells the game what character our metaphorical revival stone is attached to.

{6C56E724-5304-4367-9897-4A06B1EC6106}

{AB31AC60-08D3-40C5-8C7D-B61E79D4467E}

then you’re gonna choose two flags from the temp flag list that are currently not being used in your chapter and put the first one here. this tells the game that this character cannot die at all until flag 24 is turned on.

{19D65722-1F27-458B-8846-E627C68C1214}

and the second one here and here. this tells the game to trigger a dialogue for when the boss’ health bar is depleted the first time and plays the text you have in entry number 936 in your text editor when their health bar is depleted but they do not die.

{3B3BE916-124B-44B0-B440-DBAE04C0EB68}

{9B30150E-F40C-4291-8A83-820FDC3FFF95}

if you want to change the text they say when they die per character just make a new entry in the text editor and replace this with the entry number of the new text.

{2BE13E5D-639F-4DC4-9AE5-92AB0419AC4A}

now save installer.event with your changes and from the advanced editor menu in febuilder click this button and insert installer.event with the pop up that comes up.

{80236E4A-AF07-4D41-AC4B-80CFBC47A8B9}

congrats! if you followed this correctly now boss character 4F will revive and refill hp one time and the next time they will die for good!

now like vesly says in their original description for the patch, this happening without any external indication to the player that it will can cause a lot of frustration for them. in our hack we have a purely cosmetic item in the bosses inventory that explains the multiple health bars and a pop up that comes up when the player enters the very first boss’ range explaining it as well. we do also use the item icon indicator that vesly suggests but that’s a little more involved to set up than i can explain in this post.

if you want to make a boss have multiple health bars before dying instead of just one you would copy and paste the same entry you just made directly below the already existing one and then change the flags to two different unused ones like this

if you want to add more bosses that have revival stones you would repeat the same steps with the corresponding character ID number and appropriate flags below the already existing ones like i have here.

multiple life bars on a single character does come with one draw back though: if the boss’ counter attack would kill the player unit attacking them but the player units attack hits first and reduces one of their health bars to 0/they outright die, their counter attack will still go through and kill the player character without triggering death dialogue. they just randomly disappear from the map and are no longer in the party. we worked around this in several ways. the one that directly involves the cannot die patch is that we duplicated the weapon(s) the boss has and gave them the mercy skill as an invisible passive effect so therefore even if their counter attack does go through the player unit can’t die regardless but that’s obviously an imperfect solution that we had to then come up with even more solutions to not come off as a cheap or cause ludonarrative dissonance (we ended up making her weapon inflict vanilla poison so the player can still die from the poison but not the boss herself.) the other ways we worked around it didn’t involve the cannot die patch and instead utilized a lot of “event-fu” to do various things like heal a boss if their health was below a certain threshold, events that run every turn checking if the boss is alive and if they are re-spawning them at the start of the next turn, giving the boss wary fighter to not allow them to double at all and therefore greatly reducing the chance that the bug occurs etc etc etc

this might not be the most efficient way to do it but it’s worked well for me with minimal issues. it’s a really neat feature and i hope you have fun implementing it!