SpudzSDA

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I am currently creating a state (I don’t have a name yet, so I will call it State 2) for my game’s battle system that can only be inflicted onto an enemy if another certain state (State 1) has also been inflicted. To do this, I created the two states and I created a separate state called State 2 Resist, which makes the one inflicted with this resistant to State 2, and have a Battle Event on each Troop on Turn 0 where the entire troop has State 2 Resist from the start of the battle. I then created a separate Battle Event Page that occurs on Turn No. 1*X with a Turn Span (once every turn) that calls upon a Common Event with a Conditional Branch that checks if each enemy in the troop has State 1 inflicted, and, if they do, State 2 Resist is removed. However, when I attempted a Battle Test of that troop and inflict State 1 then attempted to inflict State 2, State 2 would not be inflicted. Would anyone explain what I am doing incorrectly? If it is a bug, how can I fix it within the scripts?
 

bgillisp

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I've moved this thread to ACE Support. Please be sure to post your threads in the correct forum next time. Thank you.


Post pictures of your states please, but it sounds like you have a circular loop going from your description, as it sounds like State 2 adds state resist State 2, which will remove the state you just added.
 

SpudzSDA

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[move]ACE Support[/move]
Post pictures of your states please, but it sounds like you have a circular loop going from your description, as it sounds like State 2 adds state resist State 2, which will remove the state you just added.
While attempting to upload the images of the states, the images were too large for the server to handle. State 1 does nothing for 1~2 turns, while State 2 makes the inflicted not able to move for 1~2 turns. I did not add a command in the Battle Events where State 2 Resist is added when the enemy is inflicted with State 2.
 

bgillisp

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Ok, but that is what your description sounded like. Still, I think it would be best to post the images. You need to use an external site to host the images, then post the image link here.
 

bgillisp

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Suggestion: Use Print screen on your computer, and save the image in paint. It takes up a LOT less space for the image file. State 1 seems ok, but we need State 2 to be of much assistance.
 

SpudzSDA

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What needs to be adjusted in State 2?
 

bgillisp

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Don't know. You got to post an image of it so I can tell.
 

SpudzSDA

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The State 2 image should have been included in the link. Here are the events if you need to see those as well.
 

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Yep, you did exactly what I said. In your state 2 you have the command resist state 2, which means it removes itself the minute it is added. You'll have to set it up a different way to do what you wish to do.
 

SpudzSDA

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Pardon me, but I’m still not sure. I have the command resist State 2 in the state State 2 Resist because I want the enemy to resist State 2 from the start of the battle. Then, when the enemy is inflicted with State 1, State 2 Resist, which they were inflicted with form the start of the battle will be removed. I don’t see a command in State 2 with State 2 Resist.
 

bgillisp

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Look at your features tab for state 2. It says in the screenshot you added resist state 2. That means anyone you add this to is immune to state 2, which will remove state 2 from the person if you already have state 2. That's what I mean by it's a circular loop. It's like adding state resist blind to the blind state, it will make blind never work as you are resisting the state you just added, so it has to be removed.
 

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Look again. In the features of State 2, I have a 100% decrease in evasion, and 100% decrease in critical evasion, a 25% decrease in physical defense and a 35% decrease in magical defense. State 2 Resist has a feature for resisting State 2, as that’s what State 2 Resist’s purpose is.
 

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There’s a third image of strictly State 2 if you missed it.
 

bgillisp

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Right, and that means State 2 Resist will never stick. You CANNOT under ANY circumstances, include the feature to resist the same state you just added. That will never work.
 

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Also please note that you should never change state 1 as the engine uses it to determine the death state.
 

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Hi there,

So far I can't see a reason in your screenshots why "State 2" wasn't added.
Have you made sure your common event was executed after you added "State 1" and before adding "State 2" (for example by adding a "Message Text" command for testing purposes)? Adding a state might also fail if your actor has less LUK that their target.

It seems to be working for me at least.


Apart from that, there are a few things that might have not been intended:
- Right now, only your first enemy is inflicted with "State 2 Resist" at the start of your battle
- Your Common Event does only remove that state from one enemy at a time (if your event finds an enemy that is inflicted with "State 1", it will not consider the remaining enemies since you put their checks in the "else" block).
- "State 1" does only last 1-2 turns, but "State 2 Resist" is never reapplied when "State 1" runs out.

A bit unrelated, but also a few suggestions for your state system:
- Instead of your second event page, you could probably just make "State 1" resist "State 2 Resist". This would have the additional benefit that "State 2 Resist" is removed immediately and can't be reapplied while "State 1" is active.
- Instead of your first event page, you could apply "State 2 Resist" (1000%) directly before you try to apply "State 2" (Skill effects are always executed in order from top to bottom). The 1000% success rate guarantees a state to hit even when the target has up to 900 LUK more than you.
- In this case you may have to change "State 2 Resist" to only change the State Rate for "State 2" to 0% instead of resisting it. Otherwise it can remove "State 2" that has been successfully inflicted.
 

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