YEP Battle Engine Core won't end Cannot Move states

● ARCHIVED · READ-ONLY
Started by Mordyan 9 posts View original ↗
  1. Searched for and did not find a solution for this issue.
    I am using RPG Maker MV v1.61 and Battle Engine Core v1.46. It is the only combat plugging enabled using it's default settings.

    When an actor (player or enemy) applies the default sleep status effect (Cannot Move) it does not end in 3-5 turns. In fact it does not end on its own (damage does still end it). As soon as I disable the Battle Core Engine it works just fine.

    I have tried it with just YEP Core Engine and Battle Engine Core as the only plugins and it still does not end the status effect.

    Any ideas?
  2. Can you please share links to the plugins that you are talking about along with screenshots of your plugin manager and the sleep state?

    Thank you.
  3. It's because you have the state on action end, which means it will be removed when the actor takes 3 - 5 actions, but that is impossible as they are asleep and cannot move and therefore cannot take actions. Change it to turn end and it should remove normally.

    PS: That state should never have removed without the plug-ins too, as cannot move = cannot take actions, so action end should never have worked for the state to expire by time regardless of engine. Probably a minor bug in the default code in how it counts actions which Yanfly fixed with their plug-in.
  4. bgillisp said:
    It's because you have the state on action end, which means it will be removed when the actor takes 3 - 5 actions, but that is impossible as they are asleep and cannot move and therefore cannot take actions. Change it to turn end and it should remove normally.

    Well that seems obvious now that you point it out. Thanks! I will try it out later today when I get a chance.
    The sleep state as shown was the default newly created unedited version.
    So it seems that Base game doesn't handle it that way and some how still resolves the removal of the state.
    The mod must handle it differently then.
  5. Right, and technically it shouldn't have handled it due to what that means, so it should be turn end in the default as well. Probably a minor error somewhere.
  6. additionally, the "remove by damage" will also never work, because you set evasion to 100% - resulting in the actor with that state to never be damaged at all.
  7. Andar said:
    additionally, the "remove by damage" will also never work, because you set evasion to 100% - resulting in the actor with that state to never be damaged at all.

    Evasion is set to -100% so it makes the target super easy to hit. It looks like a dash on this screen.
  8. Setting the Removal Condition to Turn End fixed the issue. Thanks all for the help!