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I'm not sure what you're asking here. When you say "buffs" and "debuffs", I believe you're substituting them for the word "states" because buffs/debuffs in RPG Maker are way different than states. States do not have stacking properties. Only buffs and debuffs do. If you're looking for state stacking, you'll have to look towards other plugins since mine doesn't have that functionality. :/
I did get them confused. I did not even realize buffs and debuffs were separate, so thanks for clearing that up!


On the other hand, darn... My search for plugins is not yet over :L
 

Zybane

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Alright I've got a Minimal Project to show the bugs with YEP_X_AttachAugments v1.04, YEP_X_BattleSysATB v1.01 + YE_X_TickBasedRegen v1.01.  Just play the project and follows the signs if you want too.


https://drive.google.com/file/d/0B5pTo3FD9dg2NUlzeUlDcG5OalU/view?usp=sharing


This deals with:


Param: +x% (5% becoming 105%, I used REGEN as an example but most of them do not function properly)


Tick based regen not functioning with Augments while using ATB system


Suffix crashing game if augment is inside an item, then save and load, then try to remove/replace that augment causing crash.
 

Audorn

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Plugin Name: YEP_X_ExtMesPack1


I've created a new event and used 'Show Choices', providing the text '1' and 'End' in their respective first and second choices, canceling on choice #2.  I have switch 1 assigned through the appropriate plugin parameter.


When I run the game I check the debug menu and switch 1 is ON.  


I activate the event and select 1.  


Then I check the debug menu again and switch 1 is still ON.  


When I activate the event a second time, the '1' is disabled even though the switch said it was on before the dialog started.  Because of this, I can't use nested dialog choices through the use of plugin commands - the switch doesn't give an accurate representation of the state of the dialog choice.


I found that if I do not use the plugin commands, instead altering the switch manually, it disables and enables the choice correctly, and I can reference the switches to nest dialog choices (and retain the state of the previous dialog options that have been enabled or disabled), but from what I read in your help section, it seemed like I shouldn't have to toggle the switch manually - that's what the plugin command is for.


I've just started working with RPG Maker and your plugins are amazing.  Thank you!
 

urfquake

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Hello All, I was wondering if there is anyway to do any other types of Skill cost.


For example I would like to have a Bar similar to Renektons from League of Legends,


And Also A overheat system, similar to Rumble from LOL as well.


If anyone had any ideas that would be amazing. :)
 

Suv

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Dear Yanfly, I tried to create a brand new Project, and use only your plugins, with the newest


I tried   Plugin  HideChoice 1     DisableChoice 1   


        or Scrip   $gameSystem.hideChoice(2)                    don't work


The only work one is   ChoiceRowMax 4


View attachment 34760


Got the same problem.


Created a clean project with only your updated plugins, yet it still refuses to work. Am I missing something obvious?


https://mega.nz/#!Y443kBwY!fpHGG8sj6JSjC8BpO2SRxCGWMCUnlIpEV3j5kTxY08I
 
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Minakill

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Ah, I've already caught this error today for the LUK update. Although, the current v1.04 should have already had it working, I'm not sure why it isn't working for some people.


---


Because that's what it does. If you don't want it to change the name, then use the notetag already provided inside of the helpfile.


 * Skill Notetags:
 * 
 *   <Command Text: x>
 *   <Attack Text: x>
 *   <Guard Text: x>
 *   If you are using Replace Attack or Replace Guard, you can change the way
 *   the command name appears in the actor command window to x. If you are
 *   using the <Command Text: x> notetag, this will apply to both Attack and
 *   Guard names.


---


I'm not sure what you're asking here. When you say "buffs" and "debuffs", I believe you're substituting them for the word "states" because buffs/debuffs in RPG Maker are way different than states. States do not have stacking properties. Only buffs and debuffs do. If you're looking for state stacking, you'll have to look towards other plugins since mine doesn't have that functionality. :/
I Mean i install plugin and do everithing like in video. But if use <Replace Attack: x> it's replace attack by x skill, that bat is when i use with <Attack Text: x> i try above under still do same without <Attack Text: x> option. Like if i use <Replace Attack: Dual Attack> and <Attack Text: Dual> like in video it's still shows me Dual Attack.


I miss something like other plugin or don't see something?
 

Yanfly

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Alright I've got a Minimal Project to show the bugs with YEP_X_AttachAugments v1.04, YEP_X_BattleSysATB v1.01 + YE_X_TickBasedRegen v1.01.  Just play the project and follows the signs if you want too.


https://drive.google.com/file/d/0B5pTo3FD9dg2NUlzeUlDcG5OalU/view?usp=sharing


This deals with:


Param: +x% (5% becoming 105%, I used REGEN as an example but most of them do not function properly)


Tick based regen not functioning with Augments while using ATB system


Suffix crashing game if augment is inside an item, then save and load, then try to remove/replace that augment causing crash.


Thanks, I'll see about getting these issues resolved.


---

Got the same problem.


Created a clean project with only your updated plugins, yet it still refuses to work. Am I missing something obvious?


https://mega.nz/#!Y443kBwY!fpHGG8sj6JSjC8BpO2SRxCGWMCUnlIpEV3j5kTxY08I


Thanks for the sample project, I'll go check out what's causing the issue.


---

I Mean i install plugin and do everithing like in video. But if use <Replace Attack: x> it's replace attack by x skill, that bat is when i use with <Attack Text: x> i try above under still do same without <Attack Text: x> option. Like if i use <Replace Attack: Dual Attack> and <Attack Text: Dual> like in video it's still shows me Dual Attack.


I miss something like other plugin or don't see something?


I just tested everything out and it's working fine for me. Did you follow all of the basic trouble shooting steps on the first post?


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.
 

Korokage

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Yanfly, while your Selection Control plugin is amazing, I noticed something a little off with the help file. The explanation for what the Cannot Select: All notetag does just... cuts off. It's the same way on the website.


This is what it says:


"All actions cannot select this battler unless it's an action whose scope"


I assume that it was going to say that the user can select themselves?
 

LightningLord2

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There's two things I wanna fix in my plugin codes:


1. I want to make a skill that has an active effect of refilling MP and also passively provides the ability to counterattack against burned enemies. While the counter ability lets me indeed counter using that skill, it works regardless of the target being burned or not. Here's the notetag of my skill:


<Counter Name: Flashover>
<Custom Counter Condition>
if (attacker.isStateAffected(5)) {
condition = true;
}
else {
condition = false;
}
</Custom Counter Condition>


2. The second one is me wanting to use a follow-up skill under a condition. However, so far my script isn't making it happen:

Code:
<Post-Damage Eval>
if (user.hp > user.mhp/2) {
user.forceAction(24,target);
}
</Post-Damage Eval>
 

Minakill

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Thanks, I'll see about getting these issues resolved.


---


Thanks for the sample project, I'll go check out what's causing the issue.


---


I just tested everything out and it's working fine for me. Did you follow all of the basic trouble shooting steps on the first post?


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.
I Have new fresh project only with added and replace your latest plugin updates.


Here i have picture.

Dwm 2016-04-23 17-30-18-96.png
 

Yanfly

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Yanfly, while your Selection Control plugin is amazing, I noticed something a little off with the help file. The explanation for what the Cannot Select: All notetag does just... cuts off. It's the same way on the website.


This is what it says:


"All actions cannot select this battler unless it's an action whose scope"


I assume that it was going to say that the user can select themselves?


Ah, my bad, and yes, you got it right. :)


---

There's two things I wanna fix in my plugin codes:


1. I want to make a skill that has an active effect of refilling MP and also passively provides the ability to counterattack against burned enemies. While the counter ability lets me indeed counter using that skill, it works regardless of the target being burned or not. Here's the notetag of my skill:



<Counter Name: Flashover>
<Custom Counter Condition>
if (attacker.isStateAffected(5)) {
condition = true;
}
else {
condition = false;
}
</Custom Counter Condition>


2. The second one is me wanting to use a follow-up skill under a condition. However, so far my script isn't making it happen:



<Post-Damage Eval>
if (user.hp > user.mhp/2) {
user.forceAction(24,target);
}
</Post-Damage Eval>


For this as the code inside of the Lunatic Mode notetags isn't made by me, you'll have to head over to the JavaScript Support forums: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


As stated from the first post:  NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


---

I Have new fresh project only with added and replace your latest plugin updates.


Here i have picture.


View attachment 36902


Based on your screenshot alone, I can already see that you didn't follow all of the instructions:


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


Make sure you are following ALL of the instructions:

Code:
 * Skill Notetags:
 * 
 *   <Command Text: x>
 *   <Attack Text: x>
 *   <Guard Text: x>
 *   If you are using Replace Attack or Replace Guard, you can change the way
 *   the command name appears in the actor command window to x. If you are
 *   using the <Command Text: x> notetag, this will apply to both Attack and
 *   Guard names.
 

Blithe

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Hi Yanfly,


I'm running into error whenever I try to execute a skill whose scope is one of my party members:


TypeError: undefined is not a function
    at Window_BattleEnemy.actorAutoSelect (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_X_SelectionControl.js:1183)
    at Window_BattleEnemy.autoSelect (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_X_SelectionControl.js:1163)
    at Scene_Battle.selectEnemySelection (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_BattleEngineCore.js:4096)
    at Scene_Battle.selectEnemySelection (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_Taunt.js:519)
    at Scene_Battle.selectActorSelection (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_X_SelectionControl.js:1331)
    at Scene_Battle.onSelectAction (rpg_scenes.js:2401)
    at Scene_Battle.onSelectAction (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_BattleEngineCore.js:4112)
    at Scene_Battle.onSkillOk (rpg_scenes.js:2371)
    at Scene_Battle.onSkillOk (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_BattleEngineCore.js:4120)
    at Window_BattleSkill.Window_Selectable.callHandler (rpg_windows.js:896)


The debugger shows that it's bombing out when it attempts to access the member.isActor() routine and I can see why but not sure how my enemy list gets the values it does.


I have a party of 4 fighting an enemy troop consisting of 2 enemies. The call to this._enemies.length returns 8. When I look at the array I see the following:


0 All Enemies


1 Game Enemy


2 Game Enemy


3 Game Actor


4 Game Actor


5 Game Actor


6 Game Actor


7 All Allies


So straight away when it grabs index 0 it's going to get 'All Enemies' which is just text so it dies because isActor is undefined.


What's really strange is that I can't figure out why the 'All Enemies' and 'All Allies' is in the array to begin with. I have all the latest plugin versions and every thing is in the correct order in the plugin manager.


I have one of my party members cast a basic heal spell to get it to happen. The spell in question has scope of '1 Ally' and uses no note tags.


It is possible that another plugin could be causing this and I'm still looking into that but it may take me a while as I have many plugins to turn off/on but wanted to post this here in case it's an easy find for you (or someone else) to figure out.
 

Yanfly

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Hi Yanfly,


I'm running into error whenever I try to execute a skill whose scope is one of my party members:


TypeError: undefined is not a function
    at Window_BattleEnemy.actorAutoSelect (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_X_SelectionControl.js:1183)
    at Window_BattleEnemy.autoSelect (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_X_SelectionControl.js:1163)
    at Scene_Battle.selectEnemySelection (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_BattleEngineCore.js:4096)
    at Scene_Battle.selectEnemySelection (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_Taunt.js:519)
    at Scene_Battle.selectActorSelection (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_X_SelectionControl.js:1331)
    at Scene_Battle.onSelectAction (rpg_scenes.js:2401)
    at Scene_Battle.onSelectAction (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_BattleEngineCore.js:4112)
    at Scene_Battle.onSkillOk (rpg_scenes.js:2371)
    at Scene_Battle.onSkillOk (/C:/Users/guest1/Documents/Games/Soul%20Forge/js/plugins/YEP_BattleEngineCore.js:4120)
    at Window_BattleSkill.Window_Selectable.callHandler (rpg_windows.js:896)


The debugger shows that it's bombing out when it attempts to access the member.isActor() routine and I can see why but not sure how my enemy list gets the values it does.


I have a party of 4 fighting an enemy troop consisting of 2 enemies. The call to this._enemies.length returns 8. When I look at the array I see the following:


0 All Enemies


1 Game Enemy


2 Game Enemy


3 Game Actor


4 Game Actor


5 Game Actor


6 Game Actor


7 All Allies


So straight away when it grabs index 0 it's going to get 'All Enemies' which is just text so it dies because isActor is undefined.


What's really strange is that I can't figure out why the 'All Enemies' and 'All Allies' is in the array to begin with. I have all the latest plugin versions and every thing is in the correct order in the plugin manager.


I have one of my party members cast a basic heal spell to get it to happen. The spell in question has scope of '1 Ally' and uses no note tags.


It is possible that another plugin could be causing this and I'm still looking into that but it may take me a while as I have many plugins to turn off/on but wanted to post this here in case it's an easy find for you (or someone else) to figure out.


Oh woops, that's a big oversight of mine. This should get that fixed: http://yanfly.moe/plugins/en/YEP_X_SelectionControl.js


Thanks for the catch!
 

Yanfly

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Tips & Tricks: Organic Deconstruction (League of Legends)












Organic Deconstruction is a passive ability for the champion Vel'Koz in League of Legends. When Vel'Koz uses a skill against an enemy, it leaves a mark. Basic attacks will extend the mark's duration. Upon reaching 3 stacks of the mark, the mark is consumed and deals damage to the target foe!~


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/04/23/tips-tricks-organic-deconstruction-league-of-legends-rpg-maker-mv/
 
Last edited by a moderator:

Minakill

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Ah, my bad, and yes, you got it right. :)


---


For this as the code inside of the Lunatic Mode notetags isn't made by me, you'll have to head over to the JavaScript Support forums: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


As stated from the first post:  NOTE: I'll only provide support for my own plugins and code that I, myself, have provided. This isn't because I disrespect other plugin makers or anything of the sort. If I did, I wouldn't go so far as to maximize compatibility with my plugins when possible. The reason behind is because of my lack of time, and I'd like to put my undivided attention to errors caused by my own plugins. That said, any modifications you've made to the plugins itself, any custom Lunatic Mode code you've made yourself that isn't provided by me, or problems with the source code will not be supported by me either.


---


Based on your screenshot alone, I can already see that you didn't follow all of the instructions:


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


Make sure you are following ALL of the instructions:



 * Skill Notetags:
 * 
 *   <Command Text: x>
 *   <Attack Text: x>
 *   <Guard Text: x>
 *   If you are using Replace Attack or Replace Guard, you can change the way
 *   the command name appears in the actor command window to x. If you are
 *   using the <Command Text: x> notetag, this will apply to both Attack and
 *   Guard names.
I figured all of plugin from Unleash and under didn't work.


I really guarantee you when i try fisrt time i have totaly new project and only your plugins added. CoreEngine, ItemCore, EquipCore and that one UnleashedWeapons in order like i write in.
 
Last edited by a moderator:

Crimson Dragon Inc.

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Tips & Tricks: Organic Deconstruction (League of Legends)












Organic Deconstruction is a passive ability for the champion Vel'Koz in League of Legends. When Vel'Koz uses a skill against an enemy, it leaves a mark. Basic attacks will extend the mark's duration. Upon reaching 3 stacks of the mark, the mark is consumed and deals damage to the target foe!~


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/04/23/tips-tricks-organic-deconstruction-league-of-legends-rpg-maker-mv/


now i just need to figure out to do the assassin's mark passive and i'll be able to make a truely terrifying saboteir type character
 

Yanfly

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I figured all of plugin from Unleash and under didn't work.


I really guarantee you when i try fisrt time i have totaly new project and only your plugins added. CoreEngine, ItemCore, EquipCore and that one UnleashedWeapons in order like i write in.


You have the notetag in the wrong database object.


The notetag has to go into the Skill Noteboxes:

Code:
[COLOR=rgb(0,0,0)] * Skill Notetags:
 * 
 *   [/COLOR][COLOR=rgb(0,0,136)]<Command[/COLOR][COLOR=rgb(0,0,0)] [/COLOR][COLOR=rgb(102,0,102)]Text[/COLOR][COLOR=rgb(0,0,0)]: [/COLOR][COLOR=rgb(102,0,102)]x[/COLOR][COLOR=rgb(0,0,136)]>[/COLOR][COLOR=rgb(0,0,0)]
 *   [/COLOR][COLOR=rgb(0,0,136)]<Attack[/COLOR][COLOR=rgb(0,0,0)] [/COLOR][COLOR=rgb(102,0,102)]Text[/COLOR][COLOR=rgb(0,0,0)]: [/COLOR][COLOR=rgb(102,0,102)]x[/COLOR][COLOR=rgb(0,0,136)]>[/COLOR][COLOR=rgb(0,0,0)]
 *   [/COLOR][COLOR=rgb(0,0,136)]<Guard[/COLOR][COLOR=rgb(0,0,0)] [/COLOR][COLOR=rgb(102,0,102)]Text[/COLOR][COLOR=rgb(0,0,0)]: [/COLOR][COLOR=rgb(102,0,102)]x[/COLOR][COLOR=rgb(0,0,136)]>[/COLOR][COLOR=rgb(0,0,0)]
 *   If you are using Replace Attack or Replace Guard, you can change the way
 *   the command name appears in the actor command window to x. If you are
 *   using the [/COLOR][COLOR=rgb(0,0,136)]<Command[/COLOR][COLOR=rgb(0,0,0)] [/COLOR][COLOR=rgb(102,0,102)]Text[/COLOR][COLOR=rgb(0,0,0)]: [/COLOR][COLOR=rgb(102,0,102)]x[/COLOR][COLOR=rgb(0,0,136)]>[/COLOR][COLOR=rgb(0,0,0)] notetag, this will apply to both Attack and
 *   Guard names.[/COLOR]
 

Minakill

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Jun 19, 2015
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You have the notetag in the wrong database object.


The notetag has to go into the Skill Noteboxes:



 * Skill Notetags:
 * 
 *  
<Command Text: x>
 *  
<Attack Text: x>
 *  
<Guard Text: x>
 *   If you are using Replace Attack or Replace Guard, you can change the way
 *   the command name appears in the actor command window to x. If you are
 *   using the
<Command Text: x> notetag, this will apply to both Attack and
 *   Guard names.
I think about it but not do it. I feel like idiot. XD Thanks for help now i'm right what i do bad in hour full of insanity. Really thanks. :)
 

Kazyn

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I don't suppose there is a way to make certain skills ignore the skill-equip system with Equip Battle Skills (and Equip Skill Tiers if applicable), is there? I want to make it so only passive skills have to be equipped, while all others are available whenever during battle. Think Bravely Default style, where certain passives could be equipped and more powerful ones could use up more than one available slot.


My current work around is to give a copious amount of skill slots for active skills which allows for them all to be used and then assign passive skills to their own tier which is much more limited. However, having to equip each and every skill for a class is a step I'd like to be able to skip, if possible.


In the past, I've been using the Equip Skill System by Moogle_X along side his Passive Skill plugins but I'd like to consolidate to using just Yanfly's plugins mainly for compatibility's sake. Already there have been a few compatibility issues that I've implemented crude work-arounds for.
 
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