the game crashes once all actors/enemies have had their turn
If you've deleted portions and you don't need to use those tags, that's fine - otherwise, the file on the first post is updated.
<Action Respond Eval>
const fire = 4;
if (this.isAttack() && value > 0) {
target.setHp(0);
} else if (this.item().damage.elementId === fire) {
target.removeState(state.id);
}
</Action Respond Eval>this does not refer to the current Game_Action.skill variable provided for that purpose.this does not refer to the current Game_Action.skill variable provided for that purpose.
<Action Damaged Eval>
const fire = 4;
if (skill.isPhysical() && value > 0) {
user.setHp(0);
} else if (this.item().damage.elementId === fire) {
user.removeState(state.id);
}
</Action Damaged Eval>this in it. You only corrected one conditional.} else if (this.item().damage.elementId === fire) {} else if (skill.item().damage.elementId == fire) {fire just to use it one time, instead of just checking whether elementId == 4).user is always the battler performing the current action and target is the target of that action.this in it. You only corrected one conditional.} else if (skill.damage.elementId == fire) {fire just to use it one time, instead of just checking whether elementId == 4).user is always the battler performing the current action and target is the target of that action.value of the attack to be equal to the current HP. However, that nuance doesn't matter if you're saying it still doesn't work at all.value of the attack to be equal to the current HP. However, that nuance doesn't matter if you're saying it still doesn't work at all.
value would be better, but what you have looks at first glance like it should work.value would be better, but what you have looks at first glance like it should work.
<Action Damaged Eval>
if (skill.isPhysical() && value > 0) {
target.performCollapse();
} else if (skill.damage.elementId == 4) {
target.removeState(state.id);
}
</Action Damaged Eval><Action Reaction Eval>
if (skill.isPhysical() && value > 0)
value = target.hp;
else if (skill.item().damage.elementId == 4)
target.removeState(state.id);
</Action Reaction Eval>skill as I haven't looked at this plugin in a while. This is correct, and I've corrected it in my earlier post.<Action Reaction Eval>
if (skill.isPhysical() && value > 0)
value = target.hp;
else if (skill.item().damage.elementId == 4)
target.removeState(state.id);
</Action Reaction Eval>skill as I haven't looked at this plugin in a while. This is correct, and I've corrected it in my earlier post.
<State Remove Eval>
const dmg = Math.floor(user.mhp / 3);
$gameTroop.aliveMembers().forEach(enemy => {
if (enemy !== user) {
const result = enemy.result();
result.clear();
result.used = true;
result.hpDamage = dmg;
enemy.gainHp(-dmg);
enemy.startDamagePopup();
enemy.refresh();
}
});
$gameMessage.add(" parasite triggered!");
$gameScreen.startFlash([255, 0, 0, 160], 60);
$gameScreen.shake(5, 5, 30);
</State Remove Eval>Game_BattlerBase.prototype.clearStates = function()
{
if (this._states)
{
for (let i=0; i<this._states.length; i++)
{
this.oneStateEval("stateRemoveEval", this._states[i]);
}
}
this._states = [];
this._stateTurns = {};
};<Action Reaction Eval>
if (value >= target.hp)
// do your parasite stuff
</Action Reaction Eval><State Remove Eval>
if (user.hp <= 0)
{
// put all your code in here
}
</State Remove Eval>target variable. user.hp instead of target