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omega9380

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From the front page/top of this page:


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 actually figured it out.  If YEP_EngineCore does not have the same max level set as you configure in HIME_ExpTables, you get the error when a character reaches what should be the max level according to ExpTables, but EngineCore doesn't agree.  Just wanted to put that out there!  Thanks!!!
 

RLFHOG3

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Question about the ATB system plugin. Is there a way to have the ATB gauge filled a random about at the start of the battle? Starting from 0 is great and all, but i think that might create a bit of monotony as the character with the highest agility will perpetually go first every time whereas with a random amount filled you might have a case where the slowest enemy in the game could go before the fastest.
 

Tsaiuki North

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Having a problem with the Yep.58 Item Synthesis....


Nothing appears in the synthesis window except "Finish"




I have the recipe set up with what i thought was correct:




The slot 1 weapon is a wood sword.


item 2 is a wood log. 


I've activated the synthesis window via an event and plugin command.


I have made sure both the recipe and the wood log are in the player inventory, but all i'm getting is "Finish".


What have i done wrong?
 

Omegadragon8

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Question about the ATB system plugin. Is there a way to have the ATB gauge filled a random about at the start of the battle? Starting from 0 is great and all, but i think that might create a bit of monotony as the character with the highest agility will perpetually go first every time whereas with a random amount filled you might have a case where the slowest enemy in the game could go before the fastest.
Under the ATB plugin's general settings is an Initial Speed option which is set to 0 as default. This can be changed to a formula processed as an evaluation. You can just set a random amount or have it based on a random percentage of the character's agility. The formula is up to you.
 

RLFHOG3

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Under the ATB plugin's general settings is an Initial Speed option which is set to 0 as default. This can be changed to a formula processed as an evaluation. You can just set a random amount or have it based on a random percentage of the character's agility. The formula is up to you.


So, i understand what you're saying, but i have no clue how to structure and implement any of that. Can you give me an example formula?
 

Iliketea

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@Tsaiuki North The <Synthesis Indigents> part has to go into the note box of the item you want to make, in your case in the notebox of the wooden sword.
 

Omegadragon8

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@RLFHOG3 Sorry I am terrible with java script formulas, and usually have to try them many times over (away from my pc right now). Perhaps someone else here can message you one or you can try asking in the script support forum, since this is a Bug Report/Update forum :)  
 

RLFHOG3

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@Omegadragon8 Fair enough. I'll see if someone has something over in the scripting forum.
 

Taemien

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Using IF, ELSE IF, ElSE statements in action sequences, is there a way to check if a User of a skill is a specific Actor?
 

cekobico

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Then I guess make it : 

Code:
Math.randomInt(1000)
 

RLFHOG3

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1000 didn't quite do it but it i did notice a small change. so i upped it to 5000 and that seemed to do it.


supported theory is that Full gauge is described as : Math.max(5000, BattleManager.highestBaseAgi() * 100)


So a random value between 1 and 5000 seems reasonable and it works great.
 

cekobico

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glad I could help despite my forgetfulness on the total gauge amount xDDDD


Oh, in case you wanna up to lowest RNG generated just add more numbers behind it


e.g: 


Math.randomInt(5000)+1000


That will generate 1000-5000 starting RNG. Without "+1000", it generates number of 0-5000, just to let you know there's 1/5001 chance of 0 appearing. 
 

Yanfly

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Tips & Tricks - Jump (Final Fantasy 4) - RPG Maker MV












Jump, a skill used by Dragoons from the Final Fantasy series, is a skill that launches the user up into the sky for a few turns. After those turns are up, the user lands on the target dealing significant damage. While the user is up in the air, the user becomes unselectable, making the user immune to damage and status effects.


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/07/02/tips-tricks-jump-final-fantasy-4-rpg-maker-mv/


Happy jumping!
 
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HitYourGrandma

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@Yanfly


You got the notetags for the Land skill and Jump state mixed up here for the Jump Tips & Tricks.
 

HitYourGrandma

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In either Target Core or Selection Core (maybe something different?), is there a way to check if an enemy or actor was selected using the <Enemy or Actor Select> or the <Actor or Enemy Select> notetags?


Thanks in advance.
 
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