I realise this is a fairly old topic, but I believe I have a solution to this issue, and I thought I should post it incase anyone here (or anyone in the future) still needs help. For the record, I have a fair amount of programming experience, but not much in RGSS3, so this solution is pretty hacky and not very 'professional'. But it works, so...
The issue, I found, occurs inside the method, "determine_autolife_state_id", as another script (in my case, YEA Lunatic States) clears the dead character's states before it gets a chance to run. The solution below is done in YEA Lunatic States, so if you have that, great; if not, it should theoretically work by doing the same thing in whichever script is the last to redefine/alias the "erase_state" method.
I would suggest you make a backup of both scripts before making any modifications, just incase something goes wrong.
Step 1:
First thing's first; do a Ctrl-Shift-F and search for "def erase_state". Go to the last result.
You need to make the two marked changes in this code. Do not touch anything else.
#==============================================================================# ■ Game_BattlerBase#==============================================================================class Game_BattlerBase $statesAtDeath = [] # <-------------------------------------- ADD THIS LINE # Possibly some other methods here # ... #-------------------------------------------------------------------------- # alias method: erase_state #-------------------------------------------------------------------------- alias game_battlerbase_erase_state_lsta erase_state def erase_state(state_id) $statesAtDeath.push($data_states[state_id]) # <------------ ADD THIS LINE lunatic_state_effecterase, $data_states[state_id], self) change_state_originerase) game_battlerbase_erase_state_lsta(state_id) end # Possibly some other methods here # ...end # Game_BattlerBase
Step 2:
Now, go to Mr. Bubble's Auto-Life Effect script, and go to around line 507.
Replace the "determine_autolife_state_id" method with the following code:
def determine_autolife_state_id autolife_result = nil for state in $statesAtDeath next if state.nil? autolife_result = state.id if activate_autolife?(state) end $statesAtDeath.clear return autolife_result if autolife_result != nil return 0 end
With any luck, your auto-life spells should now work fine.
I hope this helps some people. Feel free to contact me (or reply to this thread if it doesn't get closed for necro-posting?) if you need any further help with this... I'm not always around but I'll do what I can, when I can.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.