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A fix if anyone wants it. In the following script:
LonaRPG\Data\Scripts\Editables\480_EventCharacterBatch.rb

There is a function called: 

def victimBasicMove

replace it with the following code:

def victimBasicMove(tmpRegion=50,tier="HostageSavedRich") #self.basicMove
        tmpRange = self.report_range($game_player)

        if @follower[1] == 1 && self.region_id == tmpRegion
            set_this_event_follower_remove

            if tier && !@hostage_saved

                $story_stats["HostageSaved"] = Hash.new(0) if $story_stats["HostageSaved"] == 0

                $story_stats["HostageSaved"][tier] += 1

                @hostage_saved = true

                prp "Hostage saved: #{tier}, #{$story_stats["HostageSaved"][tier]}"

            end

            fadeout_delete_region(7, tmpRegion)

        elsif tmpRange < 17 && @follower[1] == 1

            if [true,false].sample

                @wait_count = rand(15)

            elsif tmpRange == 2 && self.x != $game_player.x && self.y != $game_player.y

                move_goto_xy($game_player.x,$game_player.y)

            else

                companion_chase_character_back($game_player)

            end

        end

    end



A note for the dev:

victimBasicMove is called a lot of times before the hostage instance is removed, making the story_stats["HostageSaved"][tier]  being pumped up about a few dozen times for each hostage. I just added a boolean check. It seems to work fine.

Thank you very much :D