Maybe, I arrived with RMMV. The fact that it was native on RMMV change a lot of thing (well mostly in the Generator part).
I feel that, this change, compare to it is a bit light. I mean, why not include more feature that was created in RMMZ ? like STB, or action sequence.
Hello, I have a problem when I deploy my game.
Indeed When I start the deployed game I have a message :
Failed to load: Img/system/techtree/Tech_Hiden.png ,even if I have a windows picture named correctly in the file and if I don't use Hidden node...
Do you know what happen ?
Hello guys !
I want to change the chance to touch for a skill (arrow raining) according to the number of monster on the battlefield.
Something like : Chance to touch = Chance to touch * Number of monster / 8
I am using all the main yanfly plugin if needed :).
Thank you very much and take care !
I may be wrong but if you don't want to change the animation because it may change from a enemy to a other, you should play with the anchor (It's the pixel from where it start to count the height)
<Sideview Anchor Y: y.z>
But be carefull if you use some YEP_Action Battle, cause it use this...
First, I wanna thank you for all your work ! It is amazing.
I found a problem with the SumRndmDde's Summon Core DragonBones Extension.
When the summon disapear (end of combat, or after a certain number of turn) the game crash.
It come form a Yanfly update for the AnimatedSvBattler...
With the Yanfly Animated sideview Enemies you have fiew notepad :
English is not my native language but the note :
<Sideview Hide State Overlay>
doesn't do that ?
If not you can change your "hit box" size :
<Sideview Height: x>
It won't change the size of the picture but only how the...
If I was you I would create 2 skills
One for the battle
One for the map.
On the paper they would be the same (at least for the player)
If you already use the Yanfly Skill plugin (http://www.yanfly.moe/wiki/Skill_Core_(YEP)) on this two skill you should use those notepad :
<Hide in Field>...
Oh man I've been struggling with event spawners and Qmovement compatibility for quite a while- went as far as to use a tool just to pick crops but Ritter got their spawner to work with Qmove and I'm screeing! It's still in testing period but just- the feeling of getting over a large gameplay hurdle is a HUGE relief, I'm so thankful to Ritter! It's a cheap paid plugin but totally worth it!