Hey wondering if someone could help me out.
These two plugins are listed as compatible but I am wondering if they are not working as intended for me.
When I switch a character the turn order doesn't adjust accordingly.
1st: the Turn order Icon does not switch to the new actor.
A simple solution I found is to just place the Party Switch plugin below Himes and then use Yanfly's plugin commands to show and hide the Switch command as it isn't auto hidden from Himes due to the override in load order.
I don't know if there is another way, because there is an...
All use the above info to hopefully change this to a plugin so I don't get this overwritten again.
Not sure if this helps any of you but with making or editing a plugins you have that do this function but I finally fixed it after some fiddling by removing...
I realize this is an old thread, and not trying to highjack
But I keep finding this thread when trying to find the solution to this issue. The option above does not fix it for me alone and it is not due to another mod overwrite.
I found this other line Game_Troop.prototype.makeUniqueNames...
Hi, I just came back to a project after a hiatus and my MV updated and it reset
the edits I made to the .js to remove the "unique enemy names (A,B,C,D) etc for duplicate battlers
Now for the life of me I cannot figure out how I got rid of them the first time.
I've removed "...
Hello solved in part, that it was related to Olivia OTB having an issue with having the Action TImes + setting on the battler. An issue triggers on the first turn generally. If anyone else has experienced this or knows any way to work around while utilizing this effect, feel free to...
cannot read property "push" of undefined
I was wondering if someone more versed could help
explain this crash to me.
Happens when a battle starts, even in Troop battle test.
doesn't always happen maybe 20% of the time.
Sometimes can F5, sometimes have to restart.
is this a bug, a load...
Ok so what I'm seeing is WAI.
What I am seeing is a default attack animation is being applied to all the actors skills. While none is applied to the enemy by default.
Thanks for helping clear that up!
l'll have to dabble with some action sequences and attempt to create the DEMO battle in...
Hey @HumanNinjaToo , thanks again for tuning in.
The Actor and Enemy notetags are the same, both are using the same set of DragonBones asset files. The result is the Actor is fully animating with the given notetag for preset animations and the Enemy doesn't and remains in the idle animation...
I couldn't find a thread on this specifically.
i am using copy pasted data from a Demo project for testing.
I'm having an issue where In a mirror match of the same Dragonbones chartacter SV Battler Vs Actor using the same notetag.
My Actor fully animates with no additional assistance, where my...
I Have a hopefully simple question when using a DragonBones Enemy asset with an Actor and directly copying notetags what would be the easiest way to flip the textures and animations so they are facing the correct direction?
Not facing the same way as the enemy is.
Can this be done...
Hey I'm trying to set up an AI Eval
Where the enemy will check itself for a state and if they have that state they will use a certain skill.
I've gotten to a note tag of:
Eval user.isStateAffected(x) === Skill, Target
and maxed out the AI lvl,
but it doesn't seem to...
I'm having an issue with the Enemy Battler animations at first I though the Attack animation wasn't working but after a little tweaking of the sprite sheets the Battlers seem to use the "Use Skill" Frames Rather than "Swing/Stab/Shoot" Frames.
EDIT: This is presumably because they are...
Some people have too strong of an opinion about what maker is the best, I've seen discussions like:
- I prefer VXAce because I like the style of the RTP better than the older releases
- You're worse than Hitler
My number one take away from this game jam is to make small games that are as polished and bug free as possible. Far less dev time, and if the game flops, it matters less because my time investment is much lower. Also, whatever ambitions I have... aim for about 10% of them. They are clearly too high, and will involve stuff that likely won't matter.