GroovDood

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I have skills that can only be used once per battle, which I did by making a state that seals a certain skill and removes itself at the end of a battle be automatically applied to the user by a common event when the skill is used. The only problem is if a character is knocked out and revived, the state is removed. I read somewhere that you can use yanfly's buffs and states core plugin to make states remain through knockout, but I haven't been able to piece that together. Anyone know how to use the plugin to this effect? Any other solutions would also be great. Thanks!
 

GroovDood

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I'd rather not spend any money on this. It's a fairly simple problem I'm sure there's an easier way to solve it-
 

Another Fen

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If you only want to remove the feature that states are removed on death, that would be a rather small code change if you are looking for an alternative:
Code:
// ==========================================================================
//   Death Persistent States
// --------------------------------------------------------------------------
/*:
 * @plugindesc
 * Death no longer implicitely resists all other states.
 *
 * @help
 * Death no longer removes other states, except when the death state features
 * the respective "State Resist" trait.
 * "Recover All" and the individual escape effect from items still remove all
 * states from the target.
 *
 * This plugin should be placed above other plugins that might modify state
 * behaviour.
 */

Game_BattlerBase.prototype.die = function() {
    this._hp = 0;
    this.clearBuffs();
};

Game_Battler.prototype.isStateAddable = function(stateId) {
    return $dataStates[stateId] &&
            !this.isStateResist(stateId) &&
            !this._result.isStateRemoved(stateId) &&
            !this.isStateRestrict(stateId));
};
 
Last edited:

ATT_Turan

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Just to throw some other options out there...you could do this with Yanfly's Skill Core, Buffs & States and Auto Passive States by adding a player variable like this:
Code:
<Custom Requirement>
value=user._fireball;
</Custom Requirement>

<After Eval>
user._fireball=false;
</After Eval>

Then give each actor a passive state that has:
Code:
<Custom Battle Effect>
user._fireball=true;
user._cure=true;
</Custom Battle Effect>
etc. for whatever limited skills there are.

You could also use Yanfly's Limited Skill Uses plugin which is specifically designed to do this, restricting some skills to be usable only a certain number of times per battle/rest/whatever.
 

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