Plugin Name: YEP_X_ItemDisassemble.js
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None
Bug Explanation: After disassemble an item. Showed window can't be closed by mouse buttons.
Exact Steps on How to Replicate Bugs: Disassemble any item.
Yea i found this two functions
but i still need to force miss/evade an attack
i found additional:
<eva Flat: +99.99>
<mev Flat: +99.99>
<cev Flat: +99.99>
from YEP.69 – Extra Parameter Formula
but still skills...
how can i force critical or miss before damage execution with this plugin:
<Custom Select Effect>
target.result().critical = false;
target.result().missed = true;
</Custom Select Effect>
but without effects :/...
It is possible to lower maximum durability in repairing process with YEP_X_ItemDurability.js script?
This command in notetag don't change anything :<
<Custom Repair Effect>
item.durMax -= 10;
</Custom Repair Effect>
but when i use
$gameMessage.add($dataWeapons.durMax + '');
When you use Erase Event in event page an error occurs:
TypeError: Cannot read property 'list' of undefined
at Game_Event.PageSetup (/C:/Users/x/Desktop/y/js/plugins/Frysning_EventMover.js:156)
at Game_Event.refresh (/C:/Users/x/Desktop/y/js/plugins/Frysning_EventMover.js:136)
When you use <Move_Custom> the event don't wait for player and move with it custom route.
To fix that change line:
var notePattern = /<((?:Move_With_Player)|(?:Mimic_Player)|(?:Reverse_Mimic_Player)|(?:Stalk_Player)|(?:Escape_Player))(?:[ ]?)([0-9]*)(?:[ ]?)m?([0-9]*)(?:[ ]?)s?([0-9]*)>/i...
Indeed, i want to change value after first damage/healing has been dealt.
But even with Pre-Damage value doesn't change, it heal always with same power each target.
But $gameMessage.add(value+'') shown something else.
ie: skill heal all for 10 and gameMessage show 20:
i make a skill that heal target for X and other allies by X/2
to do that i use:
<Custom Target Eval>
var item = this.item();
item._decreasePowerTimes = 1;
for (var i=0;i<$gameParty.aliveMembers().length;i++)
</Custom Target Eval>...
How can i add additional target to skill's targets pool when that skill is casted?
<Learn Show Eval>
if(user.mhp < 35) value = true; //when stat reach 35(max) it will hide in list
else value = false;
</Learn Show Eval>
<Learn Cost Eval>
user._paramPlus += 1;
</Learn Cost Eval>