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- Mar 28, 2020
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Hi, I'm making a game, and I'm having a bug.
iI use a script(Fomra0153-Ticking HP) that works like this: When a character looses HP it ticks until it's dead. But if the player dies while in the actor command menu you're still able to make a move, and snce you're dead it crashes.
I had the idea of miking a second script that checks if an actor is dead and it's his turn and if it is, it skips it automatically so you won't be able to choose an action if dead.
This is the script that causes the issue:
rpgmaker.net
And this is my athemt on doing the second script:
Also, I've recorded the issue, so you have a better idea:
If you have an idea on how to fix this in another way, please tell me. It's the only bug in my game and even if it's still playable (if you cancel the command imput with X it prevents you from opening that menu again until revitalized) it's an annoyance. Thanks in advance, and have a nice day.
iI use a script(Fomra0153-Ticking HP) that works like this: When a character looses HP it ticks until it's dead. But if the player dies while in the actor command menu you're still able to make a move, and snce you're dead it crashes.
I had the idea of miking a second script that checks if an actor is dead and it's his turn and if it is, it skips it automatically so you won't be able to choose an action if dead.
This is the script that causes the issue:
Ticking HP :: rpgmaker.net
And this is my athemt on doing the second script:
==================================================================
class Scene_Battle < Scene_Base
if ($gameActors.actor(1).isStateAffected(1)) and if BattleManager.actor.id == 1 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(2).isStateAffected(1)) and if BattleManager.actor.id == 2 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(3).isStateAffected(1)) and if BattleManager.actor.id == 3 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(4).isStateAffected(1)) and if BattleManager.actor.id == 4 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(5).isStateAffected(1)) and if BattleManager.actor.id == 5 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(6).isStateAffected(1)) and if BattleManager.actor.id == 6 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(7).isStateAffected(1)) and if BattleManager.actor.id == 7 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(8).isStateAffected(1)) and if BattleManager.actor.id == 8 then
Scene_Battler.@actor_command_window.close
end
end
===========================================================
class Scene_Battle < Scene_Base
if ($gameActors.actor(1).isStateAffected(1)) and if BattleManager.actor.id == 1 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(2).isStateAffected(1)) and if BattleManager.actor.id == 2 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(3).isStateAffected(1)) and if BattleManager.actor.id == 3 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(4).isStateAffected(1)) and if BattleManager.actor.id == 4 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(5).isStateAffected(1)) and if BattleManager.actor.id == 5 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(6).isStateAffected(1)) and if BattleManager.actor.id == 6 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(7).isStateAffected(1)) and if BattleManager.actor.id == 7 then
Scene_Battler.@actor_command_window.close
end
if ($gameActors.actor(8).isStateAffected(1)) and if BattleManager.actor.id == 8 then
Scene_Battler.@actor_command_window.close
end
end
===========================================================
Also, I've recorded the issue, so you have a better idea:
If you have an idea on how to fix this in another way, please tell me. It's the only bug in my game and even if it's still playable (if you cancel the command imput with X it prevents you from opening that menu again until revitalized) it's an annoyance. Thanks in advance, and have a nice day.
Last edited:



