- Joined
- Jun 10, 2014
- Messages
- 91
- Reaction score
- 22
- First Language
- English
- Primarily Uses
Is there a difference to states when applying them directly to enemies through troop battle events or through a plugin with the
$gameTroop.members()[_targetIndex].addState(_stateId);
type format? I'm having a problem with the state not removing itself. If I apply the same state to an enemy through the battle events page, the auto-removal timing that I have set for 3-5 turns works as it should. However if I apply the same exact state (and it IS only applying it once. I checked to make sure my code wasn't reiterating and just constantly apply the state) by using
$gameTroop.members()[_targetIndex].addState(_stateId);
the state never actually goes away. Any ideas on what I could be missing?
*Edit - Well, that's weird. Apparently I was passing _stateId as a string and that was still allowing the state to be applied. Once I passed it as
addState(Number(_stateId));
instead, the auto-removal timing worked as it should. This should really have some kind of fail-safe as it's very easy to miss the fact that the ID is passed as a string instead of a number because the state still gets applied...
$gameTroop.members()[_targetIndex].addState(_stateId);
type format? I'm having a problem with the state not removing itself. If I apply the same state to an enemy through the battle events page, the auto-removal timing that I have set for 3-5 turns works as it should. However if I apply the same exact state (and it IS only applying it once. I checked to make sure my code wasn't reiterating and just constantly apply the state) by using
$gameTroop.members()[_targetIndex].addState(_stateId);
the state never actually goes away. Any ideas on what I could be missing?
*Edit - Well, that's weird. Apparently I was passing _stateId as a string and that was still allowing the state to be applied. Once I passed it as
addState(Number(_stateId));
instead, the auto-removal timing worked as it should. This should really have some kind of fail-safe as it's very easy to miss the fact that the ID is passed as a string instead of a number because the state still gets applied...
Last edited by a moderator: