Yes! All set with this now!
It's not the Passive States plugin or the format, but the two conditional scriptcalls from the plugin don't seem to update or refresh....
@Maliki79 Okay, thank you! I'm getting closer to what I need here, with Victor's Passive States. However, I've one problem: It's working when I...
@Maliki79 I had an idea regarding the use of extra stats because of this plugin I'm using....
@Sword of Spirit I would use Victor's passive states plugin as that doesn't give me the kind of lag that Yanfly's passive states cause. His...
Hello there. I wanted to find a way that would make certain equipment unstealable, but with YEP_StealSnatch, no such feature is there....
@Shaz I'm having the same issue as Goldschuss, they'll heal upon Level Up but in the moment where the MaxHP increases upon Level Up, it won't...
After so many times of going through lag spike issues from Yanfly's YEP_AutoPassiveStates (lag spikes when entering Skill menus, scrolling down to...
@waynee95 I didn't mess with any code from the downloaded edit prior to the crash. When I took out the ActorPartySwitch import that was included...
@waynee95 Okay, I followed just that and left the name as is, even if plugins turned off, it'll still say "Maximum Call stack size exceeded" just...
@waynee95 I added the script back in there and did a test, giving this error. Even without the command for switch (Switch, actorswitch, or...
I really like this plugin for convenience and using it pretty well, though I've some issues with it. For some reason, with this plugin enabled, I...
I recently got this updated script from Zarsla that would provide passive states through weapon and armor. Game_BattlerBase.prototype.states =...
I had this same problem for a long while, until I found this solution which really works. For some reason, when I have this plugin enabled, the...
I do have the MV 1.0.1 files in this small demo I've tested it on. I can PM you the download link to it along with the plugin.
@Astfgl66 I see what the problem is on my end, it's YEP_BattleEngineCore but mainly, I'm using MV 1.0.1 project files. And as I said, this no...
@Astfgl66 The script itself appears to make SV_Actors stay at Frame 1 of each motion they take in battle, and this was with no eval commands used...
@hiddenone I'm using MV Editor 1.5.1. I didn't know one update (1.6.1?) to MV did this already. I would like _c files for the elf ears that were...
@hiddenone When I change the color of the 2nd ears, it doesn't change the ear color on the TV / TVD / SV sprite since it would require color mask...
@hiddenone I've looked through here and saw the elf ears for the generator (Default MV). Do you have the actual color mask files for the elf ears...
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