03-11-2010, 04:59 PM
Villain Wrote:Yes, but i make the death state automaticaly removes after battle.The character or enemy in the "Stop Time" state will get an additional amount of turns equal to the turn-duration of the effect (well, actually one more than the amount of turns the duration lasts).
Have enother question what the skill stop Time does?
How it works? :)
Basically, if you have a skill that puts the user in the "Stop Time" state, and have the duration set to 1 turn, then the character will get to move twice in a row after that. Set it to 0 turns, and the character will get ine move after the actual "Stop Time" move etc.
If you plan to use this state in your game, I'd recommend making it Super Art exclusive, very SP-expensive or enemy-only. Otherwise it will be kinda broken. =P
I personally only use it for certain boss battles, where the boss goes into a "rage" after a certain amount of turns or after he/she's down to a certain HP%, causing the boss to unleash two different moves at the same time etc.
Also, regarding that thing about the summons not reviving... I really don't know, this is just a thought but could it be because the HP is 1? The summons recover a certain % of HP/SP after each battle, but since the HP is just 1, a low % recovery might result in 0 HP being recovered. Have you tried changing the HP to another low number, like 10? Unless your game uses really low numbers, 10 HP and 0 Defense should probably be enough for any attack to instantly KO these shadow clones, but since the number is higher than 1, a 10% recovery rate (or whatever the recovery rate is) still works. Just a thought. =P