RMMV Need help with WAY_CustomFaceImageEval - Actor faces not changing

GrenadeMan81

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Hello, I'm trying to set up the plugin "WAY_CustomFaceImageEval", but I'm having trouble - the character face doesn't seem to change mid battle. I've set up everything how it should be, have I done something wrong?
I have also set up SRD_HUDMaker, I'm not sure if it interferes with anything.

Sorry if I've done something silly here/put this post in the wrong place, I'm kind of new to RPGMaker.
I've also provided a screenshot with info that might help.Untitled.pngIn addition, here's a link to the thread with the plugin:
 
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ATT_Turan

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Welcome!

It always makes sense to post plugin-related questions in the existing thread. That way the author can see it, other people who use and know about the plugin will see it, and all information about the plugin is kept in one place.

So your damage formula is a mess :wink:

You may find it useful to read through this:

But to go through it:
- The last thing in the formula must always be the value you want to do as damage. In this case, it's not, it's a JavaScript call to a window function. I'm surprised the skill is actually hitting at all.

- I'm not sure why it's necessary to put the timer on it at all, but if you need to it would be better done using RPG Maker's interpreter timing I think

- It's best not to put code like that into damage formulae at all, because if you use autobattle or give a skill to enemies, that code will get executed when they're deciding whether to use a skill, not just when they actually perform it.

I would suggest you use a plugin like Yanfly's Skill Core and give the skill the notetag:
Code:
<Post-Damage Eval>
target.removeState(11);
</Post-Damage Eval>

For that matter, you could also change the portrait directly using that notetag.
 

GrenadeMan81

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Thanks for the input! I have just installed Yanfly's Skill Core and put the notetag in your post into the "Attack" skill notes. Where do I go from here?
image_2023-03-30_184936215.png
 

ATT_Turan

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Where do I go from here?
I'm not sure what the question is. That will make your Attack skill remove state 11 from any battler it hits.

Is the portrait changing correctly on the actor you're testing now?
 

GrenadeMan81

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I'm not sure what the question is. That will make your Attack skill remove state 11 from any battler it hits.

Is the portrait changing correctly on the actor you're testing now?
Sorry, no, it doesn't change.
 

ATT_Turan

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And you've made sure the basic things...that it has a different portrait set as the default? That it has the state to begin with? That the filename you're specifying is valid?

After making the changes to notetags, you're starting a new playtest, not loading a save game?
 

GrenadeMan81

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And you've made sure the basic things...that it has a different portrait set as the default? That it has the state to begin with? That the filename you're specifying is valid?

After making the changes to notetags, you're starting a new playtest, not loading a save game?
I'm such an idiot, I didn't realise it had to be different portraits. It seems to work now, thanks.
What do I have to put in the code so if the actor uses a skill, the portrait changes?
 

ATT_Turan

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I'm such an idiot, I didn't realise it had to be different portraits.
Well, that's the point of the plugin, right? To change the portrait from what you specified in the database?

What do I have to put in the code so if the actor uses a skill, the portrait changes?
I don't know, what exactly do you want? Is it changing just while they're choosing their action? Is it changing forever once they use a specific skill?

The easiest way would be to do what you did here, make another state for a different face.
 

GrenadeMan81

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I wanted the actor to change face while they're in the process of using the skill, sorry for making it unclear.
 

GrenadeMan81

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I don't know, what exactly do you want?
I wanted to make it so that:
"If actor uses a skill, change their face until their turn is over." Sorry if I've repeated myself
 

ATT_Turan

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I already offered:
The easiest way would be to do what you did here, make another state for a different face.

The Skill Core, which you already downloaded, has notetags that are executed at the different phases of the skill. Use those to add and remove a state. Or set a variable. Or a switch. Or anything that you can refer to in the face image notetag.

So what have you tried that didn't work?
 

GrenadeMan81

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So what have you tried that didn't work?
Here's what I'm trying to make work. I'm trying to apply the state so that the face changes before the attack is used, then remove it when it is no longer being used. I used the Before Eval and Post-Damage Eval from the Skill Core, too.
 

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ATT_Turan

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Here's what I'm trying to make work.
And what's happening? You can't get help troubleshooting without describing the problem. Is the state going on but not coming off? Neither? The state goes on and off but the face doesn't change?

A few thoughts:
- It wouldn't be causing issues with this, but I don't see why you have any settings in your state. It doesn't need a duration in actions or any removal from battle end or taking damage, because it's never going to stay on the actor outside of their action.

- You've got that weird window timer function in there again. Why? Where did that come from? You should be using the functions from RPG Maker and the plugins you're using to execute your code at the time you want.
 

GrenadeMan81

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Sorry for not specifying- the problem I have is that the state doesn't seem to go on, and the face is not changing.
In addition, that window timer function came from this thread:
Apparently it's used to remove a state after a certain amount of time - which I thought would be good for deciding when a state should be removed.
 

ATT_Turan

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You're already deciding when it should be removed by specifying the post-damage step of the action processing. I don't see what benefit an additional quarter second offers. If you want it to happen after the post-damage, put it in an After Eval instead.

You say the state doesn't "seem" to go on - what have you done to verify this? If you give the state an icon, can you test that you don't see the icon appear on the battler?

You could also add a test log inside the Before Eval after the other line:
Code:
console.log("Before Eval, state is ", a.isStateAffected(12));

Then hit F12 to open the Console during combat, you should see that message pop up when you use the skill and you'd see "true" or "false" at the end to see whether the state correctly applied.
 

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