I'm not quite sure what's causing it.
I've double-checked the script calls to make sure everything is spelled correctly and all the files are correct.
As far as I'm aware there's no conflicts.
It doesn't happen when testing troops in the editor but when a battle finishes in a playtest the game...
Really fantastic plugin, but I'm getting a weird error. Whenever I use a layer graphic inside a battle and the battle ends the game crashes and I get "TypeError: Cannot read property 'graphic' of undefined". Disabling the layers before the battle ends gets the same result.
I'm not quite sure why...
Thank you all for the responses but I think I've found a suitable workaround with Yanfly's Action Sequences plugin.
I've decided to have a random number saved to a variable at the start of a turn and then when the skill is executed I'll have that variable called and applied to a targeting action...
I'm using this in conjunction with Yanfly's Row Formation plugin. The idea is that I want a specified actor to be highlighted as a warning sign, If the actor does not adjust their position they will be damaged.
I was just wondering if there's any change in code I can look at or if all targets...
I'm trying to come up with a way to visually indicate which character is about to be attacked by putting an animation over them at the start of a turn. Though I'm not quite sure if there's a way to do this without having the enemy have scripted targets.
Hi there. I'm currently having issues trying to get a common event to activate with a gamepad.
I have a common event where upon pressing a button the current party leader will change. I'm trying to get that to work by pressing the left shoulder button, so I've tried to bind the event to Page Up...
I have a few custom stats that rely on variables to display. I've been using LadyBaskerville's Equipment Variables to attach a variable to armour and have it adjusted up on equip. However I'd like to have the change in value shown through SRD's plugin and I'm not quite sure how to pull it off...
Probably going about this wrong, but is there any way to delay a SceneManager.pop(); call?
I'm trying to make an animation that occurs when a menu is closed but it's skipped over when I call the pop command.
Hi there. I've run into some trouble with Himework's Enemy Reinforcements.
I want to summon an enemy and then apply or remove a state from it, but I can't quite work out what to call. I've been playing around in the console but can't seem to find a proper function for it.
Is it possible?
At first, I was going to put player objectives on the screen labeling it as "Helpful voices"... But that's dumb, I have a madness system. It will simply whisper objectives.... I mean they're probably objectives. The voices wouldn't lie right? They're friendly, and ...helpful. So clearly you should do what they say. Just watch the dark corners of your screen for advice and it will all work out!