Has anyone managed to find a way to have a Skills animation play in front or behind of a targets Z index depending on its position? For example, if there were two enemies, Target 1 and Target 2 and you attacked Target 2 which was in the back, the Skill animation would still play on Target 2 but...
Hi All. I was wondering if anyone knew if you can use conditional if statement in Yanfly's Battle Engine Core X and Y Positioning for battlers. I was hoping to do something like this for the Y position.
if ($gameParty.members().length == 1 (800)) else (500 + index * 120)
Basically, i would...
Maybe someone here can offer a little help. I would like to stop skill names from showing up in battle. So with the Yanfly battle core, I used this method of of doing so:
Yanfly.BEC.DefaultActionSetup = [
['CLEAR BATTLE LOG'],
// ['DISPLAY ACTION'],
I am currently using Yanfly's Core Engine, BattleCore, X ATB, Passive States, BattleAICore as well as Buffs/States Core.
Is anyone aware of any way using any of these (or any other plugins I may not have listed here) to create a State that is passively applied and removed ONLY while a...
I'm using MV.
So as of current my game does not use tp. I have a mixture of plugins, First is a bunch of yanfly plugins.
Core engine: http://yanfly.moe/2015/10/09/yep-1-core-engine/
Battle core: http://yanfly.moe/2015/10/10/yep-3-battle-engine-core/
And mogs battle hud...
Hi i am trying out the yanfly battle core JS and it is showing the enemy sprites but is not showing my actors and I can't figure out what I need to change so it is normal like the default battle screens.
Edit: it looks as almost if like over half the normal battle screen is cut off.
Hello. I managed to recieve some great help the last time I posted a problem so I'm going to try here again. I'm using Yanfly's Battle Plugins and had a question regarding the <Post-Damage Eval> function. I'm trying to create a skill where if you hit an enemy's elemental weakness (Defined by if...
Action Sequence Proxy 1.00
Allows you to set up common Action Squences to be called on later from within another action sequence. This is useful for organization, easy updating and managing skills, and even adding loop functionality to your action sequences.
I just found something maybe interesting. How about add the icon states to the help window at battle scene?
When you battle some enemies and make multiple states we can turn off the automatic pop up and just show it at help window - just like the old vx ace did.
this is the current help window...
In the strangest turn of events, my animations now live in the characters folder, and my character images now live in the pictures folder. It's a complicated world, but weirdly a more resource efficient one.
Not being able to do a commission/request after all and having to give back the money is so heartbreaking.
Sometimes I'm just way too eager to help people out and suddenly find myself in a very deep hole because I'm not gonna be able to finish it. I really hope I don't come across as unprofessional to these people and in general. =n="