Question about crit damage and yanfly scripts

ScytheX

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hello i was wondering if there's away to boost damage from critical hit? like 100% to 200% or something like that? and would yanfly's Extra Param Formulas be able to do that?


next does anyone know how do to fully use yanflys save menu script?


https://yanflychannel.wordpress.com/rmvxa/menu-scripts/ace-save-engine/


in the picture that is shown you can use the bottem row to log things that you done like things found quest done, bosses beaten stuff like that. how do i use that?


also u'm using a script that alters yanflys stat menu script and shows your actor's element damage and element resist. but the problem i'm having with it is that there' a odd shadowing of the last actor's stat window when even i change to another actor's stats. it go away  apon leaving the window but it is alittle annoying for that to happen. there's an attachment showing the problem


here's the scripe http://www.rpgmakervxace.net/topic/6466-yanfly-status-menu-with-tsukihimes-element-information/


Note: you do need yanflys core engine to use this!


if anyone can help or suggest anything that wold be nice. thanks for reading

eleaments.png
 
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Sixth

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For the save engine question:


You can see 2 settings named 'COLUMN1_VARIABLES' and 'COLUMN2_VARIABLES' in the script.


Those are arrays with numbers in it. The numbers in the arrays are the variable IDs you want to display on the save screen slot.


The display itself looks like this:


Variable Name       Variable Value


The name of the variable will be the name which you set up for your variable in the database. You can do this if in any event command where the variable selection window opens. Just click on the variable slot and enter a name for it on the bottom right box.


The displayed variable value will be the value of the variable at the moment when the player saved the game. It is important to note that the script does not update any variables automatically, you, as the developer, must do that right before the player saves the game (at least that would be optional). You can also code in the variable updates at the exact spot it needs in the scripts (like if you want to count enemies killed, you would add a variable update method in the 'die' method in the Game_Enemy class, etc), or get a script which does that for you.


About that display issue:


You can see this method in that script:

def on_actor_change
@command_window.actor = @actor
@status_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
end

Replace it with this one:

def on_actor_change
@element_window.actor = @actor
@command_window.actor = @actor
@status_window.actor = @actor
@item_window.actor = @actor
@command_window.activate
end

I did not test this, but in theory, that should redraw the element window when you change actors on the status menu.
 

ScytheX

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ty on how to use the save script  c:


on the menu script i used the i get an error


"script 'menu' line 1287: NoMethodError occurred undefined method `actor=' for nil:NilClass"
 

Sixth

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I thought that window is made in the scene, seems not. >.>


After carefully skimming through that poorly formatted script in the linked topic, I finally found where that window is created. 


And the conclusion is... It creates a serious memory leak that way... Every single time you move the cursor on that command, that window will be re-created without ever getting rid of the old window... Which is why you can see that odd duplicate in the background when you switch actors also.


Here is the fix for it:


class Window_StatusItem < Window_Base

def dispose
@element_window.dispose if @element_window && !@element_window.disposed?
super
end

alias disp_el_win9985 create_element_window
def create_element_window
@element_window.dispose if @element_window && !@element_window.disposed?
disp_el_win9985
end

end


Put this below that Yanfly script.
 
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ScytheX

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I thought that window is made in the scene, seems not. >.>


After carefully skimming through that poorly formatted script in the linked topic, I finally found where that window is created. 


And the conclusion is... It creates a serious memory leak that way... Every single time you move the cursor on that command, that window will be re-created without ever getting rid of the old window... Which is why you can see that odd duplicate in the background when you switch actors also.


Here is the fix for it:



class Window_StatusItem < Window_Base

def dispose
@element_window.dispose if @element_window && !@element_window.disposed?
super
end

alias disp_el_win9985 create_element_window
def create_element_window
@element_window.dispose if @element_window && !@element_window.disposed?
disp_el_win9985
end

end


Put this below that Yanfly script.
ok that worked! thanks very much ^^
 

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