Red flash when poisoned (gone with yanfly)

Discussion in 'RPG Maker VX Ace' started by Ivan_the_Terrible, Dec 4, 2018.

Thread Status:
Not open for further replies.
  1. Ivan_the_Terrible

    Ivan_the_Terrible Devil Hunter Member

    Messages:
    23
    Likes Received:
    3
    Location:
    U.S.A.
    First Language:
    English
    Primarily Uses:
    RMVXA
    Greetings, fellow bipeds!

    So I've been using Yanfly's awesome Battle scripts and I've come to discover that the battle script somehow suppresses the red flash that appears on the map when a character has an ailment (poison, etc.). @Kes had requested a fix for this supplied by the equally-awesome @TheoAllen in this thread, but my question concerns placement and format. Specifically, is it actually placed in the Battle Engine script, and if it is, what lines and how should it be formatted? I tried it as a separate script just to test it and the game would not run, but when I tried altering the Yanfly script it still didn't work, meaning I clearly did it incorrectly. So if there's anyone who used this who could tell me the proper way for me to plug it in I would be immensely thankful.

    Also, please forgive me if I posted this thread in the wrong place.
     
    #1
  2. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    3,765
    Likes Received:
    4,024
    Location:
    Riftverse
    First Language:
    Indonesian
    Primarily Uses:
    RMVXA
    The fixed version of the snippet posted in the thread
    Code:
    class Game_Battler
      def regenerate_all 
        game_battler_regenerate_all_abe
        return unless alive? && $game_party.in_battle
        make_damage_popups(self)
      end
    end
    And the fix for Xpher's snippet
    Code:
    class Game_Party < Game_Unit
      def s_any?(state_id)
        members.any? {|actor| actor.state?(state_id)}
      end
    end
    
    class Game_Actor < Game_Battler
      def turn_end_on_map
        if $game_party.steps % steps_for_turn == 0
          on_turn_end
          perform_map_damage_effect if $game_party.s_any?(2)
        end
      end
    end
    
    To be honest, I forgot what was these all about. I'm just here to fix the snippets. Gonna re-read the thread later, gotta go atm.

    Edit: refixed the snippets
     
    #2
    Ivan_the_Terrible likes this.
  3. Kes

    Kes Global Moderators Global Mod

    Messages:
    19,162
    Likes Received:
    9,823
    First Language:
    English
    Primarily Uses:
    RMVXA
    These go into separate slots in the script editor, you don't add anything to the original scripts. Make sure you name them clearly to avoid any future ambiguity about what they do. It's so easy to forget between one project and the next.
     
    #3
    Ivan_the_Terrible likes this.
  4. Ivan_the_Terrible

    Ivan_the_Terrible Devil Hunter Member

    Messages:
    23
    Likes Received:
    3
    Location:
    U.S.A.
    First Language:
    English
    Primarily Uses:
    RMVXA
    @TheoAllen @Kes Thank you both! It works! The red flash appears again when characters are ailing! You guys are the best!
     
    #4
  5. slimmmeiske2

    slimmmeiske2 Little Red Riding Hood Moderator

    Messages:
    4,672
    Likes Received:
    3,791
    Location:
    Belgium
    First Language:
    Dutch
    Primarily Uses:
    RMXP

    This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

     
    #5
Thread Status:
Not open for further replies.

Share This Page