JavaScript questions that don't deserve their own thread

FirestormNeos

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In Yanfly's Battle Engine Core plugin, where is the option that lets me move the player character to the left side of the screen and what do I put in so that it performs that?
 

glaphen

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FirestormNeos

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Are you talking about yanfly action sequences?
You need the packs at least 1 and 2 to do anything really, and learn how it works on that page.
I'm not entirely sure. I want the player character to be on the left side of the screen, facing right. Rather than the default, where it's the other way around.

Here's a(n edited) "screenshot" of what I'm talking about:
bruh.png
 

matgraz

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Really simple question: which of the animations from the sprite sheet is the WALK motion? I see that being quoted but i've never found it anywhere

1581253486208.png
1581253509434.png
 

glaphen

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I'm not entirely sure. I want the player character to be on the left side of the screen, facing right. Rather than the default, where it's the other way around.

Here's a(n edited) "screenshot" of what I'm talking about:
View attachment 133673
For that you would probably have to change home positions of the actors in battle engine core to that area then mirror all the images in the sv actor folder, for enemies you would just have to place them where actors would be in troops and mirror all the sv enemies as well.

Really simple question: which of the animations from the sprite sheet is the WALK motion? I see that being quoted but i've never found it anywhere

View attachment 133676
View attachment 133677
"Walk" is idle whenever it's usually referred to in other programs I think. If you want to make an actual walk animation you would probably have to do it manually by changing one of those motions you don't use so like never use sleep and instead use motion sleep: user for example after any walk attempt,
 

Gargoyle77

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Hello, I would use this notetag instead:
Code:
<Custom Respond Effect>
if (this.isPhysical() && target.result().hpDamage > 0) {
   dam = target.result().hpDamage;
   user.gainHp(dam)
   target.removeState(state ID);
}
</Custom Respond Effect>
This worked perfectly! You're awesome! Thanks and sorry for the late answer.
 
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glaphen

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Okay, and where in the Battle Engine Core do I do that?
Sideview Home Position X screenWidth - 16 - (maxSize + 2) * 32 + index * 32
You would have to play around with the math of that to put them where you want, also might have to change step and flinch distance to a negative number.
 

Aerianr

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Using Yanfly's MessageCore EXT 1 plugin, is there a way to change it to disable only specific choices rather than all choice 1s or choice 2s? As in, is there something I can use to disable a choice named "x" instead?

And also, is there a way to make it permanent, rather than being reset when the player exits the choice menu then accesses it again?

Trying to avoid using self switches/regular switches for this since it would take way too many.
 

MikaTeapot

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Hello, I wonder if anyone can help me with upgrading Yanflys Libra. At present I have this;
JavaScript:
<Before Eval>

if (target.isEnemy()) {

  var id = target._enemyId;

  var evatot = target.eva * 100

  var critot = target.cri * 100

  var hittot = target.hit * 100

  var text = target.name() + '\n';

  text += '\\px[100]\\c[4]M.Hp:\\c[0] ' + target.hp;

  text += '/' + target.mhp;

  text += '\\px[400]\\c[4]M.Mp:\\c[0] ' + target.mp;

  text += '/' + target.mmp;

  text += '\\px[700]\\c[4]TP:\\c[0] ' + target.tp;

  text += '\n';

  text += '\\px[100]\\c[4]Atk:\\c[0] ' + target.atk;

  text += '\\px[400]\\c[4]M.Atk:\\c[0] ' + target.mat;

  text += '\\px[700]\\c[4]Agi:\\c[0] ' + target.agi;

  text += '\n';

  text += '\\px[100]\\c[4]Def:\\c[0] ' + target.def;

  text += '\\px[400]\\c[4]M.Def:\\c[0] ' + target.mdf;

  text += '\\px[700]\\c[4]Luk:\\c[0] ' + target.luk;

  text += '\n';

  text += '\\px[100]\\c[4]Eva:\\c[0] ' + evatot.toFixed(2) + '%';

  text += '\\px[400]\\c[4]Crit:\\c[0] ' + critot.toFixed(2) + '%';

  text += '\\px[700]\\c[4]Hit:\\c[0] ' + hittot.toFixed(2) + '%';

  $gameSystem._messageRows = 5;

  $gameMessage.setBackground(1);

  $gameMessage.setPositionType(1);

  $gameMessage.add(text);



  var weakness = '';

  var resist = '';

  var immune = '';

  var absorb = '';

  var elements = $dataSystem.elements;

  for (var i = 1; i < elements.length; ++i) {

    var name = elements;

    var rate = target.elementRate(i);

    if (rate > 1) {

      weakness += name + ' ';

    } else if (rate < 0) {

      absorb += name + ' ';

    } else if (rate === 0) {

      immune += name + ' ';

    } else if (rate < 1) {

      resist += name + ' ';

    }

  }

  if (weakness === '') weakness = 'None';

  if (resist === '') resist = 'None';

  if (immune === '') immune = 'None';

  if (absorb === '') absorb = 'None';

  weakness = '\\c[4]Weakness:\\c[0] ' + weakness + '\n';

  resist = '\\c[4]Resist:\\c[0] ' + resist + '\n';

  immune = '\\c[4]Immune:\\c[0] ' + immune + '\n';

  absorb = '\\c[4]Absorb:\\c[0] ' + absorb;

  text = weakness + resist + immune + absorb;

  $gameMessage.add(text);

}

</Before Eval>

<After Eval>

  $gameSystem._messageRows = 4;

</After Eval>
I have 2 questions;
1 - I want the messageRows to be 5 for the skill (so it all fits nicely) and back to 4 after (so the rest of my games messages look right) but my method above (setting to 4 in after eval) doesn't work, what should I do?

2. I'd love to extend the elemental resistances section to also include state resistances, and % chances/resistances for elements/ states, how can I go about doing that?

Also as a teeny tiny unrelated thing... does anyone know how to add a popup to say "resist" in eval when you use say, poison and it doesn't work due to state rates/immunity?
 

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