I already have it solved for DTB, but it requires a Yanfly plugin (Battle Status Window) to work.
What you suggest basically means that people toward the bottom of the character list cannot select dualtechs, which I considered an undesirable outcome. I was looking for a solution that didn't...
Among my concerns in the true DTB:
- Either only the characters at the TOP of the lineup can activate dualtechs, or characters at the bottom of the lineup will "stomp" the commands you already gave the people at the top of the lineup.
- If you take the "stomping" solution, then that issue...
No, I've considered it, and the DTB is not a good choice of battle system for turn-linked dualtechs. The Battle Status Window changes the battle system just enough to make it feasible, and even then I wound up tweaking it further (having the Dualtech plugin slightly changes how the BSW DBT works.)
I don't presently have MZ. If I get MZ in the future, there's a good chance.
I don't plan to look at every single plugin that exists to check that it's compatible and add compatibility - just too many out there! - but perhaps if I understood the problem better I could give it a try.
Strange, skill names should work. Well, unless you have more than one skill with the exact same name; that might throw the plugin off. Well, as long as you got it working by ID number...
And there's nothing I can do about it without more information than that. Just by looking at what the error is and where it occurred, my best guess would be that there's a dualtech trying to refer to a component skill that does not actually exist, but with just the one screenshot that's really...
I answered that question elsewhere and didn't realize it had popped up here too. And my answer is the same: I might consider adding a level-up tag in the future, but the others were intended to be covered by Action Sequences.
Strictly speaking, I don't support this plugin so much as its successor (which I have been instructed not to link directly to on this forum, as it's not a free plugin.) For reference, the name of the successor plugin is "Soundtrack Manager".
You're still allowed to use the Variable Mix BGM...
I would recommend either setting the dualtech as a component to itself (with a 50 TP cost) or using different components (they can be hidden from the player.) There is no functionality currently in place to override skill costs for the sake of the dualtech (and it is unlikely to happen; skill...
While it's something, that's still not enough information. Describe for me how the dualtechs for Homer are set up and which character used it when this bug happened? And if you get errors, what is the error? Due to the way code works, it's possible that the error is actually somewhere else but...
OTB?
Anyway, it should be compatible with ALL battle systems that use the same skill system as the default, though I can't vouch for every single one. However, linked turns are only compatible with SOME battle systems, all of them by Yanfly - linked turns cannot even be used by the default...
Update on the Unity thing: I had to redo all my map graphics for Unity because the originals were from XP, but it actually looks so much better now in Unity, so I genuinely might make the switch.
Messing around with fragment shaders (filters). This thing is HUGE and I'm surprised almost no one makes good use of. Even the number of plugins that do this stuff are limited.
There's 7 main areas in the game that are all connected. This train get's you from an underground lab to the center of someone's subconscious. inside the train you can talk to some of the passengers. but going to the top of it, there's battles.
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