05-11-2019, 12:50 PM 
	
	
	
		That's correct, the first status ailment on the database is Death/KO. Worth nothing that removing the element alignment from the skill solves the issue. 
I think the only script that touches &data_states is Bearcat's Absorb, Null, and Weak Armors, specifically the System script.
Thinking about it, pretty sure I had a similar problem with another script that came into conflict with Game_Actor, hence why the default characters are still on the database of my project.
	
	
	
	
I think the only script that touches &data_states is Bearcat's Absorb, Null, and Weak Armors, specifically the System script.
Code:
=begin
#=============================================================================
#  Absorb, Null, and Weak Armors
#=============================================================================
# Bearcat
# Version 1.01
# 8.16.07
#=============================================================================
 This script allows you to make armors and states that absorb, nullify, or
 make the wearer weak to elemental damage. To set up an an armor or state,
 put the armor id and the element id in the appropriate hash in Absorb_Setup.
 
 There is no need to modify anything other than the hashes in Absorb_Setup.
 
 Free use, modification, and distribution permitted (commercial projects
 included) so long as credit is given to me, Bearcat.
==============================================================================
=end
module Absorb_Setup
  #--------------------------------------------------------------------------
  # * Absorb Armors
  #   syntax armor_id => [element1, element2...]
  #--------------------------------------------------------------------------
  Absorb_Armors = {
  103 => [1], 106 => [2], 109 => [3], 112 => [4], 115 => [5], 118 => [6], 121 => [7], 124 => [8], 127 => [1, 2, 3, 4, 5, 6, 7, 8], 153 => [1], 156 => [2], 159 => [3], 162 => [4], 165 => [5], 168 => [6], 171 => [7], 174 => [8], 177 => [1, 2, 3, 4, 5, 6, 7, 8], 366 => [3], 260 =>[8], 347 => [1, 2, 3, 4, 5, 6, 7, 8], 389 => [2, 6] 
  }
  #--------------------------------------------------------------------------
  # * Null Armors
  #   syntax armor_id => [element1, element2...]
  #--------------------------------------------------------------------------
  Null_Armors = {
  102 => [1], 105 => [2], 108 => [3], 111 => [4], 114 => [5], 117 => [6], 120 => [7], 123 => [8], 126 => [1, 2, 3, 4 ,5 ,6 ,7 ,8], 152 => [1], 155 => [2], 158 => [3], 161 => [4], 164 => [5], 167 => [6], 170 => [7], 173 => [8], 176 => [1, 2, 3, 4, 5, 6, 7, 8], 369 => [5], 378 => [1,2,3], 388 => [9], 389 => [1, 5]
  }
  #--------------------------------------------------------------------------
  # * Weak Armors
  #   syntax armor_id => [element1, element2...]
  #--------------------------------------------------------------------------
  Weak_Armors = {
  366 => [4], 259 => [10], 260 => [7], 385 => [3, 4]
  }
  #--------------------------------------------------------------------------
  # * Absorb States
  #   syntax state_id => [element1, element2...]
  #--------------------------------------------------------------------------
  Absorb_States = {
  1 => [1]
  }
  #--------------------------------------------------------------------------
  # * Null States
  #   syntax state_id => [element1, element2...]
  #--------------------------------------------------------------------------
  Null_States = {
  21 => [10]
  }
  #--------------------------------------------------------------------------
  # * Weak States
  #   syntax state_id => [element1, element2...]
  #--------------------------------------------------------------------------
  Weak_States = {
  73 => [1], 74 => [2], 75 => [3], 76 => [4], 77 => [5], 78 => [6], 79 => [7], 80 => [8]
  }
  #--------------------------------------------------------------------------
  # * Defaults DO NOT CHANGE
  #--------------------------------------------------------------------------
  Absorb_Armors.default = []
  Null_Armors.default = []
  Weak_Armors.default = []
  Absorb_States.default = []
  Null_States.default = []
  Weak_States.default = []
endCode:
class Game_Actor
  def element_rate(element_id)
    absorb_flag = false
    # Get values corresponding to element effectiveness
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # Run Armor Stuff
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      # Halve damage if element is protected
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
      # Damage = 0 if element is nulled
      if armor != nil and armor.null_element_set.include?(element_id)
        result = 0
      end
      # Set flag to true if element is absorbed
      if armor != nil and armor.absorb_element_set.include?(element_id)
        absorb_flag = true
      end
      # Multiply damage if armor is weak to element
      if armor != nil and armor.weak_element_set.include?(element_id)
          result *= 2
      end
    end
    # Run State Stuff
    for i in @states
      # Halve damage if element is protected
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
      # Damage = 0 if element is nulled
      if $data_states[i].null_element_set.include?(element_id)
        result = 0
      end
      # Set flag to true if element is absorbed
      if $data_states[i].absorb_element_set.include?(element_id)
        absorb_flag = true
      end
      # Multiply damage if state is weak to element
      if $data_states[i].weak_element_set.include?(element_id)
        result *= 2
      end
    end
    # If absorb_flag = true, multiply by -1
    if absorb_flag
      result *= -1
    end
  # End Method
  return result
  end
end
class Game_Enemy
  def element_rate(element_id)
    # Get a numerical value corresponding to element effectiveness
    table = [0,200,150,100,50,0,-100]
    result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
    for i in @states
      # Halve damage if element is protected
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
      # Damage = 0 if element is nulled
      if $data_states[i].null_element_set.include?(element_id)
        result = 0
      end
      # Set flag to true if element is absorbed
      if $data_states[i].absorb_element_set.include?(element_id)
        absorb_flag = true
      end
      # Multiply damage if state is weak to element
      if $data_states[i].weak_element_set.include?(element_id)
        result *= 2
      end
    end
    # If absorb_flag = true, multiply by -1
    if absorb_flag
      result *= -1
    end
    # End Method
    return result
  end
endThinking about it, pretty sure I had a similar problem with another script that came into conflict with Game_Actor, hence why the default characters are still on the database of my project.

 
 
 What's up, RMers?
 What's up, RMers?
 

