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DoubleX RMMV Permanent States v1.02b

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DoubleX

Adventurer
Xy$
1.19
DoubleX submitted a new resource:

DoubleX RMMV Permanent States - Sets specific states to be always added back automatically upon revive

Games using this plugin
None so far

Notetag

// * State Notetags: //
// 1. <permanent state> //
// - Makes the state being always automatically added back upon revive//

Configuration
// Notetags will be ignored and all states will be permanent states if
// ALL_STATES_PERMANENT is set as true
ALL_STATES_PERMANENT: false,

Prerequisites
Nothing special

Terms Of Use

You shall keep this plugin's Plugin Info part's contents intact
You shalln't claim that this...
Read more about this resource...
 

DoubleX

Adventurer
Xy$
1.19
So all actor states will remain there even when the actors are dead in the default RMMV setting? I just directly converted my RMVXA version into this RMMV version and I haven't tested that yet :)
 

Orange Ball

Adventurer
So all actor states will remain there even when the actors are dead in the default RMMV setting? I just directly converted my RMVXA version into this RMMV version and I haven't tested that yet :)
Ok, make another notetag that when actor is dead, state would not be removed, like cursed transformation state
 

DoubleX

Adventurer
Xy$
1.19
Ok, make another notetag that when actor is dead, state would not be removed, like cursed transformation state
I'll think about it.
But to clarify, if a state that regenerates hp per turn doesn't get removed upon death, the death battler will still regenerate hp and then revives when the stat turn updates. Is such a behavior desirable for you?
 

Orange Ball

Adventurer
I'll think about it.
But to clarify, if a state that regenerates hp per turn doesn't get removed upon death, the death battler will still regenerate hp and then revives when the stat turn updates. Is such a behavior desirable for you?
it would be better if regenerate wouldn't work while the actor is dead.
 

DoubleX

Adventurer
Xy$
1.19
Updates
v1.01a(GMT 1300 4-11-2015):
1. The notetag <permanent state> has changed to <permanent state: type>
2. Fixed several logic and syntax errors
3. Increased this plugin's maintainability
 

DoubleX

Adventurer
Xy$
1.19
Updates
v1.01d(GMT 1600 6-11-2015):
1. Simplified the notetag reading mechanisms
2. Fixed undefined this under forEach bug
v1.01c(GMT 1300 5-11-2015):
1. Fixed undefined this under DoubleX_RMMV.Permanent_States bug
v1.01b(GMT 0000 5-11-2015):
1. Fixed failing to load notetags due to nil $dataStates bug
[doublepost=1448441709,1446684577][/doublepost]Updates
v1.01f(GMT 1200 27-11-2015):
1. Fixed undefined state_id in store_permanent_states due to typo bug
2. Increased this plugin's efficiency, readability and robustness
v1.01e(GMT 0900 25-11-2015):
1. Fixed wrong number of arguments when loading state notetags bug
2. The aliased functions can be accessed by other custom plugins now
3. Exposed the state plugin calls that can access the notetag values
[doublepost=1448764410][/doublepost]Updates
v1.02a(GMT 1400 1-12-2015):
1. <permanent state: type> has changed to <permanent state: scene, type>
2. Added new permanent state type recover restored upon recover all
3. The same state can now have more than 1 permanent state type
4. Removed param allStatesPermanent in the plugin manager
5. Fixed undefined permanent state containers upon loading savefiles
v1.01h(GMT 0600 29-11-2015):
1. Fixed clearing all states upon calling Recover All event command
2. Fixed notetags not reading at all due to treating "null" as false
v1.01g(GMT 0300 29-11-2015):
1. Fixed undefined error due to non persist nor revive poermanent type
[doublepost=1449042467][/doublepost]Updates
v1.02c(GMT 0100 4-12-2015):
1. Fixed undefined all array function which should be empty instead
2. Increased this plugin's compactness, efficiency and robustness
v1.02b(GMT 0800 2-12-2015):
1. Fixed reading repetitive notetag values due to typo bug
2. Fixed permanent state type persist not working due to typo bug
3. Fixed null permanent state container due to wrong init timing bug
4. Fixed undefined $gameParty upon actor initializations bug
 
Last edited:
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