EDIT: Think I figured this out and it was down to my own individual hamhandedness. I had renamed the Skill Cooldown script file. When I deleted it and replaced it with the original, it worked again as expected. I'd delete this topic but I think I can. Sorry to bother you all! Thank you very much if you took the time to look at this.
Hi. Encountered a bug with Yanfly Skill Cooldown. The first time I have a battle after starting the game up, or using the battle test in the editor, cooldowns work fine. But in subsequent battles cooldowns stop working and abilities with cooldowns are usable every turn.
I was able to reproduce it with a new project created from scratch. Here are the steps:
I found that if only Heal had the cooldown, it worked as expected.
I'm totally stumped on this one. If anyone can tell me a decent way to debug to see how the cooldown costs are being evaluated at runtime I'd love to know.
Hi. Encountered a bug with Yanfly Skill Cooldown. The first time I have a battle after starting the game up, or using the battle test in the editor, cooldowns work fine. But in subsequent battles cooldowns stop working and abilities with cooldowns are usable every turn.
I was able to reproduce it with a new project created from scratch. Here are the steps:
- Start a new project
- Import the following scripts: YEP_CoreEngine (v 1.31), YEP_SkillCore (v1.12), YEP_X_SkillCooldowns (v1.12)
- Add the following notetag to the Heal and Fire skills: <Cooldown: 1>
- Make an event on the map with battle processing, fight 2 bats
- Run game. Fight the bats once, have Harold and Marsha use Heal and Fire respectively. Second turn they go on cooldown as expected. Defeat the bats with regular attacks
- Fight the bats a second time, repeat as before. This time Heal and Fire will not go on cooldown
I found that if only Heal had the cooldown, it worked as expected.
I'm totally stumped on this one. If anyone can tell me a decent way to debug to see how the cooldown costs are being evaluated at runtime I'd love to know.
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