It's made with RPG Maker MV actually.
Hi Yanfly!
I came to notice something about the Action Sequences. It may be a small thing, but still...
When I'm using OPACITY NOT FOCUS: 0%, all my living actors fade away... But not the dead ones.
Tips & Tricks - Giant Slayer (Bravely Default)
The Giant Slayer is a skill from Bravely Default that deals 1.5x the amount of damage of a normal attack to a target if the target has more HP than the user. However, we'll be modifying that a bit and make it have a higher multiplier depending on the difference in HP between the attacker and the target.
You can get the copy/paste version of the code here:
http://yanfly.moe/2016/04/02/tips-tricks-giant-slayer-rpg-maker-mv/

I don't really know how to use forums but I got here by clicking on Yanfly's Bug report button. Hopefully im posting this in the right place.
Plugin Name: Battle Engine Core
Stuff over laps in the Area where the HPs are displayed.
I attached some files to show the bug and the order of my installed plugins.
Oh and I forgot to turn the two plugins at the bottom of the list off, but the results are the same even when I do.
View attachment 35329
View attachment 35330
the shear number of strategies this adds to a player...... makes it a phenominal skillbut how will it work when your enemies have access to this amazing skill
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also will this negate any other note tags on the skill like critical damage bonus from your critical control plug in?
Have you tried using <Cast Animation: 0> in the skill's note box?I'm at a loss on this one. There seems to be some sort of issue with Weapon Unleash? I honestly wish I could figure this one out but something is going on. So basically I have a pistol, and sometimes when it fires it will do a double-tap. Here's the setup:
I have a Weapon, it looks like this (the 100% is for testing obviously):
<Replace Attack: 5>
<Weapon Unleash 100%: 6>
<Durability: 15>
<Critical Multiplier: 250%>
<Passive State: 14>
The skill it replaces the default attack with is this:
<Command Text: Fire Pistol>
<User Weapon Durability: -1>
<Item 10 Cost: 1>
So far so good. Everything behaves as expected. However, unleash refuses to use the weapon or character animation. Instead instead it plays the skill charge and animations instead of the physical attack that it is set up in the database as. Try as I might I can't find a way to force it to use the right data either. If I swap skills 5 and 6 the problem doesn't change and skill 5 will behave like a skill instead of a physical attack.
I'm really not sure if this is intended behavior or not but it certainly appears broken.
I'm at a loss on this one. There seems to be some sort of issue with Weapon Unleash? I honestly wish I could figure this one out but something is going on. So basically I have a pistol, and sometimes when it fires it will do a double-tap. Here's the setup:
I have a Weapon, it looks like this (the 100% is for testing obviously):
<Replace Attack: 5>
<Weapon Unleash 100%: 6>
<Durability: 15>
<Critical Multiplier: 250%>
<Passive State: 14>
The skill it replaces the default attack with is this:
<Command Text: Fire Pistol>
<User Weapon Durability: -1>
<Item 10 Cost: 1>
So far so good. Everything behaves as expected. However, unleash refuses to use the weapon or character animation. Instead instead it plays the skill charge and animations instead of the physical attack that it is set up in the database as. Try as I might I can't find a way to force it to use the right data either. If I swap skills 5 and 6 the problem doesn't change and skill 5 will behave like a skill instead of a physical attack.
I'm really not sure if this is intended behavior or not but it certainly appears broken.




@Yanfly First thanks for fixing the Battle equip bug! Unfortunately, I found another one for you.
This time it is in the ItemUpgradeSlots v1.05. Steps are as follows:
1. Create two 3-slot items with various upgrade materials.
2. Upgrade the first item. It should work normally.
3. Upgrade the second item. After adding the first upgrade the upgrade screen no longer updates correctly and you can add infinite upgrades, ending up with something like this:
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Buffs & States Core >> State Categories
Features and How to Use:
This plugin allows you to set categories for your states. They can be one category, multiple categories, or no categories. With this in mind, there's a few new features this plugin provides that pertains to this category system such as removal of states under a certain category and the ability to have them bypass certain key removal aspects such as on Death removal or Recover All removal.
Plugin and Instructions: http://yanfly.moe/2016/04/03/yep-89-state-categories/
Oh wow. Is it possible for me to use this plugin to create a skill that deals more damage based on how many negative states the target has? I already have a working version of it which looks something like this:Buffs & States Core >> State Categories
Features and How to Use:
This plugin allows you to set categories for your states. They can be one category, multiple categories, or no categories. With this in mind, there's a few new features this plugin provides that pertains to this category system such as removal of states under a certain category and the ability to have them bypass certain key removal aspects such as on Death removal or Recover All removal.
Plugin and Instructions: http://yanfly.moe/2016/04/03/yep-89-state-categories/
Oh wow. Is it possible for me to use this plugin to create a skill that deals more damage based on how many negative states the target has? I already have a working version of it which looks something like this:
<damage formula>
value = 200 + a.mat * 4 - b.mdf * 2;
if (target.isStateAffected(5)) {
value *= 1.5;
}
if (target.isStateAffected(12)) {
value *= 1.5;
}
</damage formula>
But the problem is that it ends up becoming an extremely long notetag because it has to check for every single state that I want it to check for, which means I have to add the below line of code over and over again...
if (target.isStateAffected(x)) {
value *= 1.5;
}
So I'm hoping that maybe if I use this plugin, that it will drastically shorten it. Please let me know if this is possible!
Well, it's not finalized yet lol. I'm still trying to find a good middle ground so it won't be too weak or too strong, so it's more of just an example.wow that skill is op....... 3 status ailments and it becomes base + 50% + 50% + 50% might as well keep the character with a minimum of 3 negative ailments at all time