I found another Yanfly script that doesn't require his battle engine and could do exactly what I want. It's the Instant cast script.
I could use it by putting all the skills in instant cast. The problem is that this script gives an extra action every time you use an instant skill. But I don't...
I don't want Yanfly's script because I don't want to leave the choice of who act to the player. And having the character portraits bothers me a bit too, because I want to keep the HP Max display, and I find the basic hud design very good as it is. ^^
I really need it. My characters act twice a turn and I've developed strategies that require two actions from the player. But having to select your two actions before acting is very confusing because you have the impression that you haven't clicked even when there is a sound effect, and...
Thank you for the review ^^
I notice that we have rather opposing views. I think that in the demo I released, the gameplay is too rigid, and the strong point is the storytelling. But I say that because I know what happens afterwards, I understand that we think this point is not very well done in...
The second didn't work. To heal 100% of your HP you have to take 100% of your MP.
When I put it on HP Damage, I heal ~70% of the HP using all my MP and the number of healed HP is progressive.
I haven't changed the formula, this is the last one I posted here.
(b.mp >= b.mmp / 10 && b.hp < b.mhp)...
I tried it on a empty project and the problem is the same.
It will be more comprehensive with a video.
Everytime I change the type of the damage formula, the result change, but it will never just change 10% MP into 10% HP and allow the player to do it for every characters. Is there something...
It made the HP and the MP decimal. I changed it to that:
(b.mp >= b.mmp / 10 && b.hp < b.mhp) ? (b.hp += b.mhp / 10; b.mp -= b.mmp / 10) : 0
And it only work on the first character of the team. That's the problem I have. When I try this on another character,
the result is different depending on...
I'm back for my 40th problem. ^^'
I would like to create an infinitely usable item that converts 10% MP into 10% HP.
So I created this item, with this damage formula:
if b.mp >= b.mmp / 20;if b.hp != b.mhp;b.hp += b.mhp / 10 and b.mp -= b.mmp / 10;end;end
The problem I have is that this item...
Usually when you use an item that calls a common event, the menu closes, and the common event is played.
But I programmed my menu myself in another common event. And I modified the script that calls the menu to call my common event menu instead.
So when I use an item that calls a common event...
I'm not going to fix it. The player doesn't have the choice of who acts, if I need such a system it's to keep the action going throughout the fight. And also that the order of action always corresponds to Player 1 > Player 2 > Player 3 > Player 4 > Enemy, which gives the player more control over...
Active turn battle?
I found his active time battle, but it's not what I'm looking for.
I wondered if there was a system like the basic RM battle system, but you act immediatly after your choice and not at the end of the turn.
I applied your solution. It allows me to remove a state under any conditions I want, it's cool ^^
But I also need to lose a specific number of MPs after each action, not a percentage at the end of each turn as the base RM allows.
As if all skills had an increase of x MP at their cost.
The base system of RPG Maker allows a degeneration of a percentage of MP each turn.
What I'd like to do is:
1 - Lose a specific number of MPs
2 - Do it after each action, (as if acting costs MPs)
3 - The state automatically removes if you have less MP than its cost.
Thank you for helping me!