const power = Math.max(eval(item.damage.formula), 0);
if (this.isCertainHit()) {
if ($dataSystem.magicSkills.includes(item.stypeId)) {
// Skill is a certain hit and belongs to the magic skills
if (this.isDamage() || this.isDrain()) {
stat = a.mat;
} else if (this.isRecover()) {
stat = a.mdf;
}
return stat * sign;
}
return (isNaN(power) ? 0 : power) * sign;
}
Impossible to answer without seeing your "tinkering." It's absolutely possible to control what you're randomly choosing from such that you can't hit the same target twice.Hi there! I'm tinkering with the Chain Lightning T&T targeting notetag since I want a skill to target two random actors without ever hitting the same target. But every so often it happens anyway. Is this simply a peculiarity of JS RNG?
Haha, sorry for the brainfart. I took the tag as it whas and changed the extra targets variable from 3 to 1.Impossible to answer without seeing your "tinkering." It's absolutely possible to control what you're randomly choosing from such that you can't hit the same target twice.
I whas unsure if the original target whas supposed to be One Foe or Random Foe 1. Tried both and neither made a difference.<JS Targets>
const foes = this.subject().opponentsUnit();
const target = foes.members()[this._targetIndex];
targets.push(target);
let members = foes.aliveMembers();
members.splice(members.indexOf(target), 1);
let extraTargets = 1;
while (extraTargets--) {
const member = members[Math.randomInt(members.length)];
if (member) {
targets.push(member);
members.splice(members.indexOf(member), 1);
}
}
</JS Targets>
Battle Core isn't compatible with some other critically important plugins in my game.@Magenta-Fantasies Why not use the Battle Core's action sequence feature for this? Then you can use the common events to first show the images and then add the skill processing.![]()
That’s similar to what I’m trying to do. I read through the plugin’s page, and it says that to use it in battle, you need Battle Core.This $8 plugin does exactly what you're talking about, AFAIK. It requires Core Engine, but not Battle Core: http://www.yanfly.moe/wiki/Visual_Cutin_Effect_VisuStella_MZ
Battle core allows for animated enemies tho...Battle Core isn't compatible with some other critically important plugins in my game.However, Skills and States Core works just fine.
I'm using Akea Animated Battlers for my action sequences, but while it is one of the few animation plugins that also can be used to animate enemy battlers (something very important for my game,) I can't get it to process common events the way I'm trying to.
Using Skills and States Core, is there a way to put a common event in a skill and make it activate before the attack animation/s happen?
When a character uses a special, ultra-powerful skill, I want a pop-up to appear with an image containing that character's face and a special quote. To test it, I made three of these images and set up a common event that randomly selects one of the three images to display, tints the screen red and shakes the screen. The common event works on its own, and I tested it as a script call from an event.
However, I can't get it to trigger in battle BEFORE the character attacks. Without using a plugin or any JavaScript, I can only make the "special attack" common event plugin play AFTER the character attacks, which loses a lot of its impact. Does anyone have any idea how to do this?
This sort of works-the animation plays when the attack strikes instead of at the end of the actor's turn. My current setup does this and only requires one skill (it has the common event as part of it, and it plays when the attack strikes.)If it's just for a handful of super skills and you can't use action sequences, you could try the workaround of making 2 skills for each of them. The first one deals no damage, only launches a common event that shows your picture and quotes and then has the event command 'force action' to launch the other skill that deals the damage.
Interesting, I'm trying the same approach. Tried "default enable" false?Hello -
I am using Visustella's Equip Battle Skills, primarily for a 'Equip Passive Skills' type of system. This part is working fine.
Since I am only concerned for passive skills to use this system, other skills are unnecessary to consider equipping. I've designated these skills in the database as <cannot equip> noted in the instructions.
The issue, visually, is that the user still sees these skills when trying to equip the passive skills. The feels like a bit of an oversight of this script and muddies up the equip skill list.
Am I missing a plug-in setting that can hide <cannot equip> skills from the equip list? The user can't select them, so that's fine, but I'd prefer the skills to not even be displayed in this list.
Any workaround or ideas?
I've also tried using Fomar0153 Passive Equip (honestly prefer it), but was running into compatibility issues. However, I would not be opposed to try that if someone has something that could work.
Thanks for any help! Happy to provide more clarification (also apologies if this is not the correct place for this... might not be since this isn't 'notetag' related but hoping to fix via notetag)
Did you get it to work? Tried messing with those settings but still the same result unfortunately.Interesting, I'm trying the same approach. Tried "default enable" false?
or more likely: "all type access"