Auto-Life Effect

Mr. Bubble

Makes stuff.
Member
Joined
Mar 1, 2012
Messages
853
Reaction score
163
Auto-Life Effect

Script by Mr. Bubble







Summary

This script is my attempt to replicate the well-known status effect ”Auto-Life” a.k.a. “Reraise”, “Life 3″, “Lifeline”, etc. in VX Ace. Auto-life automatically revives battlers when they are Incapacitated in battle.

Be aware that the customization module in this script allows you to assign a Game Switch that disables all auto-life effects in-game. This is useful for evented battles.

If you experience anything odd, please report them to me.

Script

Can be found here: http://wp.me/PxlCT-k4

Installation

Paste this script into its own page within the "Materials" section in the script editor of your project.

Install this script below any scripts that modify the default battle system in you script editor.

How to Use

This script utilizes notetags and contains a user customization module. Please read the comments thoroughly.

Compatibility

This script aliases some default VXA methods. There are no default method overwrites.

Requests for compatibility with other scripts are encouraged and welcome.

Terms and Conditions

Free for non-commercial use.

If you wish to use this for commercial games, contact me first.

Please feel free to post coding and efficiency suggestions, script features suggestions, and bug reports.
 
Last edited by a moderator:

McTricky

Veteran
Veteran
Joined
Jul 10, 2012
Messages
790
Reaction score
386
First Language
English
Awesome! It works great for me...so far, haha! I'll let you know should any bugs arise. Seems compatible with a lot of Yanfly's scripts I have running too.
 

Mr. Bubble

Makes stuff.
Member
Joined
Mar 1, 2012
Messages
853
Reaction score
163
Script updated to v1.2 (already!)

Nothing big, but it should prevent a potential oddity...
 

Mr. Bubble

Makes stuff.
Member
Joined
Mar 1, 2012
Messages
853
Reaction score
163
Updated to v1.4.

This update is required if you want to use my other script Guts Effect with this.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
I'm guessing you couldn't check auto-life at the end of the turn because the battle manager fortunately cuts in all the time and checks whether you've lost or not.

In that case, how about checking whether anyone can revive themselves before checking win/loss conditions?
 
Last edited by a moderator:

Mr. Bubble

Makes stuff.
Member
Joined
Mar 1, 2012
Messages
853
Reaction score
163
I'm guessing you couldn't check auto-life at the end of the turn because the battle manager fortunately cuts in all the time and checks whether you've lost or not.
Pretty much.

In that case, how about checking whether anyone can revive themselves before checking win/loss conditions?
Good idea. I already thought of a way to do that.
 

McTricky

Veteran
Veteran
Joined
Jul 10, 2012
Messages
790
Reaction score
386
First Language
English
While this isn't game breaking in a player's view (as the function is not available to them), from a developers viewpoint there's a bug that occurs when using Yanfly's Ace Battle Engine and you use its F8 battle debug tool. What this does normally is instantly kill of all enemies and the battle is won. With this script inserted, when I use F8 to instantly kill the enemies, they do die, but the battle doesn't end, and then when you go to select an enemy target the game obviously crashes with a zero division error.
 

Mr. Bubble

Makes stuff.
Member
Joined
Mar 1, 2012
Messages
853
Reaction score
163
While this isn't game breaking in a player's view (as the function is not available to them), from a developers viewpoint there's a bug that occurs when using Yanfly's Ace Battle Engine and you use its F8 battle debug tool. What this does normally is instantly kill of all enemies and the battle is won. With this script inserted, when I use F8 to instantly kill the enemies, they do die, but the battle doesn't end, and then when you go to select an enemy target the game obviously crashes with a zero division error.
Updated to v1.7. Get it from my blog again. That crash should be fixed now.

Please report any other issues in the future.
 

Kaiser

Veteran
Veteran
Joined
Mar 20, 2012
Messages
1,578
Reaction score
79
First Language
English
Primarily Uses
I have a question. Can you make the autolife be on a character and it never breaks? Like when you go into Actors and under their notes can you put the custom autolife under Actors? I know it is ment for equipment, but I was wondering if it was possible.
 

Mr. Bubble

Makes stuff.
Member
Joined
Mar 1, 2012
Messages
853
Reaction score
163
I have a question. Can you make the autolife be on a character and it never breaks? Like when you go into Actors and under their notes can you put the custom autolife under Actors? I know it is ment for equipment, but I was wondering if it was possible.
I originally did allow actors and even classes to have auto-life effects and it did in fact work. But for some reason, I had a feeling that someone was going to be really dumb and complain about how overpowered that would be. :x

I can re-implement it if there is demand for it.
 
Last edited by a moderator:

DarthVollis

Moogle Master
Veteran
Joined
May 5, 2012
Messages
409
Reaction score
85
First Language
English
Primarily Uses
There is a demand for it.
 

Mr. Bubble

Makes stuff.
Member
Joined
Mar 1, 2012
Messages
853
Reaction score
163
Updated the script to v1.9. Actors, Classes, and Enemies can now have autolife tags. Let me know of any bugs.
 

Clareain_Christopher

C_C Media Ninja
Veteran
Joined
Aug 13, 2012
Messages
673
Reaction score
162
Primarily Uses
Thanks, Mr. Bubbles.

This'll be a fun little thing to play around with :3
 
Last edited by a moderator:
Joined
Jan 2, 2013
Messages
4
Reaction score
0
First Language
English
Primarily Uses
Updated the script to v1.9. Actors, Classes, and Enemies can now have autolife tags. Let me know of any bugs
   I :o   when I got to the part where you said that you removed the enemy/actor/class functionality.  I mean it's like :headshake: because a good way too use this is for undead that need to be exorcised after being downed,D&D style trolls, and a party member who resurrects after a certain number of turns giving you that heroic "second wind" effect. All of that is of course is  :rock-left: :guffaw: :rock-right: . It will be BD   to see how people end up using this.

Heh, these emoticons are awesome. :D
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,853
Messages
1,016,986
Members
137,561
Latest member
visploo100
Top