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Hmmm... I cannot seem to re-create the issue in my test environment. I have a passive state checking the enemy HP and if below a certain amount the <Custom Initiate Effect> adds the charge up state with the <Custom Apply Effect> that adds stacks. The charge up state and all stacks are removed when they are hit. The filter is removed with it. It comes back if conditions are met and removed the same. It's a dumbed down version of what you are doing but shouldn't matter much since the main user.addState(x) calls are there. I suppose I could maybe add a call to remove all filters from a battler you could use if we can't figure it out?

That would be nice as a custom remove effect or something, yes, just as a safeguard. It's possible its one of the other things that's slightly altering sprite_battler having a fight with your effects.

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Did you ever get around to adding this btw?

Just an action sequence force remove effect would be nice. I have a similar issue with another state using:
remove state 26: user
In the action sequence. The state is removed, but the glow remains in place (this one is a boss charging up an attack, and it glows to remind the player).

I have also moved battle effects around in the plugin order, but it doesn't make any difference. My assumption is that one of my other plugins  is changing the state removal process somewhat, confusing yours.