Version 1.9 (8/17/2012)
Script Download
This script is my attempt to replicate the well-known status effect “Auto-Life” a.k.a. “Reraise”, “Life 3”, “Lifeline”, etc. in VX Ace. Auto-life automatically revives battlers when they are Incapacitated in battle.
Be aware that the customization module in this script allows you to assign a Game Switch that disables all auto-life effects in-game. This is useful for evented battles.
If you experience anything odd, please report them to me.
Changelog
- v1.9
- Actors, Classes and Enemies can now have autolife tags.
- Efficiency update. (8/17/2012)
- v1.8
- Removed debug remnant. (7/12/2012)
- v1.7
- Fixed F8 crash with YEA Battle Engine. (7/12/2012)
- v1.6
- Fixed a typo which caused an error. (7/12/2012)
- v1.5
- ‘Attack Times+’ issues should be fixed now.
- New option added in customization module.
- Auto-life checks are now also done at the end of turn. (7/11/2012)
- v1.4
- Compatibility update for ‘Guts Effects’ (7/11/2012)
- v1.3
- Efficiency update. (7/11/2012)
- v1.2
- autolifeable flags are now reset before each battle. (7/10/2012)
- v1.1
- DISABLE_AUTOLIFE_SWITCH_ID should now work. (7/10/2012)
- v1.0
- Initial release. (7/10/2012)
Notetags
Note: Some tags are given shorter tags for typing convenience. You only need to use one <tag> from a given group for a notebox. Use common sense.
The following Notetags are for Actors, Classes, States, Weapons, Armors, and Enemies:
<autolife>
This tag provides an in-battle auto-life effect to the state or equipment. This tag will use all default auto-life values as defined in the customization module in this script.
<custom autolife>
setting
setting
</custom autolife>
This tag allows you create auto-life equipment and states with custom values. You can add as many settings between the <custom> tags as you like. Any settings you do not include will use the default values defined in the customization module. The following settings are available:
chance: n%
This setting defines the chance of auto-life triggering when the battler dies where n is a percentage value between 0.1 ~ 100.0.
hp recovery: n%
hp: n%
This setting defines the amount of HP the battler recovers when auto-life is triggered where n is the percentage rate recovered based on MAX HP. If set to 0%, the battler will regain at least 1 HP.
mp recovery: n%
mp: n%
This setting defines the amount of MP the battler recovers when auto-life is triggered where n is the percentage rate recovered based on MAX MP.
animation id: id
ani id: id
This setting defines the database animation used on the battler when auto-life is triggered where id is the animation ID number found in your database.
break: n%
This setting defines the chance of the piece of equipment breaking when auto-life is triggered where n is a percentage value between 0.0 ~ 100.0. This setting is only for equipment.
——
The settings “mp recovery” and “break” would use their default values since they are not included in this example tag.
Compatibility
This script has built-in compatibility the following scripts:
This script aliases the following default VXA methods:
- BattleManager#judge_win_loss
- Game_BattlerBase#initialize
- Game_Battler#die
- Game_Battler#on_battle_start
- Game_Battler#on_battle_end
- Scene_Battle#process_action
- Scene_Battle#process_action_end
- Scene_Battle#turn_end
There are no default method overwrites.
Requests for compatibility with other scripts are welcome.
Terms and Conditions
Please do not repost this script elsewhere without permission.
Free for non-commercial use. For commercial use, contact me first.
Newest versions of this script can be found at https://mrbubblewand.wordpress.com/













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Now, I love this Auto Life Effect, works awesome, but I have it set as a state, and I have this in my game to heal on Level Up:
class Game_Actor < Game_Battler
alias heal_on_level_up level_up
#————————————————————————–
# * Level Up
#————————————————————————–
def level_up
heal_on_level_up
recover_all
end
end
How would I remove other states, but not the Auto Life?
Hello! I found a bug, your script seemingly ignores the Auto-Life-effect if it’s on armor. What gives?
I tried making an accessory that resurrects the wearer and then breaks but it doesn’t work, I copied the tag directly to an actor from the armor page and BAM, works like a dream. But I don’t wanna an actor who resurrects himself and then breaks, (Obviously the actor didn’t break, but just had to say that.) it’s the accessory that should be breaking…
Oh wait, never mind. When I tested it I had forgotten to equip it on the actor I was testing. How silly of me, feel free to ignore this post!
Hello Mr. Bubble.
I am having difficulty using this script with the Script “Follow-Up Skill” of yanfly.
What happens:
1 – Use the two scripts
2 – Set up to 3 skills to connect.
3 – Set 1 skill = “5000 Damage” (exemple).
4 – Set to the enemy has 100 life (example).
5 – start the game and run the skill.
6 – note that deleting the enemy, but the “skill 2” will still be executed.
I did a demo for clarity.
http://www.4shared.com/rar/9pGAOzQpce/Test__Yanfly__Bubble_.html
Hi, I know it’s been a really long time since you’ve edited this… fine job on the script. I love it 🙂 I’m coming across one problem though with YSA Classical ATB. If a character with auto-life has a status effect, upon death it crashes… it crashes here in YSA Classical ATB
def update_state_actions
states.each do |state|
@state_turns[state.id] -= 1 if @state_turns[state.id] > 0 && state.auto_removal_timing == 1
end
end
YSA Classical ATB:595:in `block in update_state_turns’: undefined method `>’ for nil:NilClass (NoMethodError)
I don’t know if this is perhaps related to another script
For some reason after the Auto-Life procs and my character comes back to life the battle continues for about a second and then everything stops. Music keeps going, but the ATB meters just stop altogether.