Carrot Works":hblhpn2m said:
I used all of those scripts, but upon making the test, I realized that it skips some states that are applied. I have no idea why.
I appologize if I can't view the demo right now, but I'll definately look at the demo tonight, but I'm guessing maybe you have a Priority state (I think Poison is a priority state by default), which overrides other states, or maybe something of that nature. Check your customizable constants in the script, and add/remove state IDs from the arrays, see what happens.
Well, Seph hasn't uploaded a Tree Docs thing for it yet I don't think, but SDK 2.4 (the current version) has it so that 90% of the individual parts of each Main Part can be used on its own. The only thing that sucks is, for now, you'll just have to dig (or I can upload a project with them split up if you want)
My guess is it would include the individual parts listed as...
Part 1 obviously (altogether)
"RPG::SPRITE#UPDATE" (listed individually in Part 2)
"PART 3#SCENE_BATTLE" might be used.
And then MACL Part...
RGSS.Bitmap.memory
I could possibly write my own version for you, but it'd probably be a week or two because I've got 50 hrs at my job, and lots of other crap to do on my time off (that and I'm already busy re-writting my CMS). If all else fails, you can always post a topic in RGSS Support asking which parts of the SDK is required to run the Cycle States script, perhaps maybe Seph knows what the minimum SDK reqs are for that script.