Making a totally new project right now to test it out. *Edit* Neko and I are still figuring it out. *Double edit* So that tutorial was my bad. I had a colon : in the resource state. Give it a try without the colon. I edited Step 3 in the short tutorial.
Question, would there be any way you could add .adjustSR() as a notetag for a script? It's easier to use like that than having to call a script command
I'm not following. .adjustSR() is available in any piece of JavaScript that's relevant to a Game_Battler. As in all of the YEP's notetag evals (e.g. <Custom Execution> or <After Eval>), any that you write yourself (your own plugins, that is), in formula boxes, event conditional evals, script commands, etc. It always exists (assuming the plugin is running, obviously). The fact that this can be used within script commands is in no way indicative of that being its only method of access. How are you trying to use it? Specifically, where would you want this "notetag for a script"? I'll see if I can get you an example.
Oh, no worries. I just wanted to make sure I helped if I could. Does it make more sense now, or was there an example I should put together for you?
i need help because i follow the tutorial but didn't work, the state count is always in 0 and the skills didn't reload or consume the resource and i don't know what i am doing wrong. I attach some images of my configuration. Spoiler
I should be home in an hour or two and I'll take a closer look at your images to see what the issue may be.
Thanks, Servidion. I was looking through myself, and I didn't see anything glaring. I was just about to ask if this was in a compressible form so I could get a sample project to look over and troubleshoot. I mean, that's the standard implementation that we've both seen and built a few times over. Perplexing.
I thought perhaps it was because your reload was set to "None" instead of "User", so I tried it myself, but the a.adjust still works fine. I can't seem to replicate your issue. I agree with Neko - A sample project would help a lot.
Servidion and I are looking over it together and we've both managed to use your project (after adding back some stripped resources) to shoot (with a starting 12 ammo), and have it consume the ammo. The only thing I had to change was that "Jack" wasn't in your party. I swapped Harold out for him and everything worked perfectly. I'm kind of drawing a blank here, unless you want to hop into Discord with us and maybe do a join.me screen share.
okay, would not know what to say, because it does not work for me but if you say it works as it is in the project then something I'm doing wrong, but did not know exactly what I'm doing wrong. Sorry for the inconvenience.
No worries, and please don't get me wrong -- I'm not saying there's nothing I can help with; just that since the project you sent me works, I have no idea how to help resolve the issue in your main project. I would still certainly be willing to help you get to the bottom of it, but since I can't see the actual implementation without the original project or a screen share at the least, I just don't know what else I could do to help.
There's a program we use for screen share and remote access called JoinMe. It's free to join someone else so you could share screens and demonstrate the issue.
I realized my mistake, I was trying all the time the plugin in test battles from the troop's menu where if it does not work but I tried it with a normal battle with the project and everything works perfect. It was my mistake all the time, but never thought that only worked with normal battles and not with those of practice.
So glad you got it all together. Sorry that you're having issues in Battle Test. To be honest, I never use it, so I'm not really sure whether that would be something in SR that's causing the issue or not. Either way, I'm glad your issue ended up resolved.
Hi, I'm trying to use this to make per-rest spells similar to some crpgs, and I'm trying to use the party wide adjustment shared earlier in this thread or the set maximum to use an event call to set all party members with the state's count to their level, but neither method seems compatible with that, is there something I'm missing in the application? Or is it not something easily possible?
I'm not sure what you mean by "per-rest" spells. Is this similar to FF1 where you have a limited number of a spell or series of spells until you rest at an inn or use a cottage?