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Feldherren

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That's okay.

The inability to interact with objects is how it's handled by the default code for RPG Maker MV:


[...]


This is something I have no intentions of changing for the possibility of it causing unforeseen problems. If this is something that you absolutely need done, I suggest you pay a visit to the plugin requests forum. My apologies for any inconveniences.

Ah, that's okay. It's not something I need done, it's just something that turned out not to be a bug. Thanks for the response, and for writing these very useful scripts.
 

lokirafael

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Yeah, I'm thinking about it. I do see the demand for people to want instant commitment upon selecting actions.


Do you have any future plans to add Lunatic in the ShopMenuCore? I'm kind of looking foward to be able to evaluate if a item can be bought/sold and to run a event after.
 
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doranikofu

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Version 1.10:Buffs & States Core


v1.09 Auto Passive States


It looks like the <Custom Remove Effect> does not work for passive state removal.


For example, I have an armor with passive state x, which changes the battler image.


I set the <Custom Remove Effect> of the passive state x to reset the battler image to the original one.


When I remove the armor, the battler's image is not changed back.


I had to use other tags to reset the battler image everytime after battle ends. But it would be nice if there is a way to reset it directly upon armor removal.


With the way I'm doing it (reset image upon battle end,victory, etc), the last sec right before exiting battle, the battler's image is reset and players can see that change...which I'm hoping not to be seen.


Is this being overlooked or I missed something? Thanks.
 

Black Hood

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help my yanfly animated enemy plugin error, can anybody help me to fix this error

error.png
 

Omegadragon8

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ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


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.


NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.


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.


@Black Hood We need more to go on, and your bug or error needs to be formatted and submitted following the rules above. Please go though the basic troubleshooting steps first.
 
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Black Hood

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i download this plugin yestreday and i not rename the plugin and i follow the instruction from yanfly

error.png
 

CyndaBytes

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@Black Hood Your plugin list is not in the correct order and the plugins are outdated.
 

Quickdraws

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Bug Report  Skill Cooldowns \\ <SType x Cooldown Rate: y%> tag not working right.


Plugin Name: Skill Cooldowns


Bug Explanation: When using <SType x Cooldown Rate: y%> on a piece of equipment it is ignoring the counter all toghethor and going straight to 0 no matter how how the cooldown or warmup is set to. For example, 50 warmup will show when its my turn i defend next turn its at 0 and i can use the skill. This is in default battle system so every turn should be 1 tick to the counter and it isnt. Without the tag it works as intended which youll see in the sample project.


Error Report: N/A


Exact Steps on How to Replicate Bug: Talk to npc he will give you sword with notetag attached. Equip it talk to horse start battle. Look at magic Youll see warmups at different high values, Defend or cast heal, wait for turn check magic again poof warmups at 0 now, cooldown is at 40, defend again poof cooldown at 0 now. Hero and enemies have exact same agi stat. So guessing something wrong with the code in script. If you do normal test without the tagged weapon equipped it works fine count goes down by 1.


Sample Project (REQUIRED): https://www.dropbox.com/sh/33z09j0a2g37uhz/AAC2WV9S6ZfKg-aRWplO9kiRa?dl=0
 
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Yanfly

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Bug Report  Skill Cooldowns \\ <SType x Cooldown Rate: y%> tag not working right.


Plugin Name: Skill Cooldowns


Bug Explanation: When using <SType x Cooldown Rate: y%> on a piece of equipment it is ignoring the counter all toghethor and going straight to 0 no matter how how the cooldown or warmup is set to. For example, 50 warmup will show when its my turn i defend next turn its at 0 and i can use the skill. This is in default battle system so every turn should be 1 tick to the counter and it isnt. Without the tag it works as intended which youll see in the sample project.


Error Report: N/A


Exact Steps on How to Replicate Bug: Talk to npc he will give you sword with notetag attached. Equip it talk to horse start battle. Look at magic Youll see warmups at different high values, Defend or cast heal, wait for turn check magic again poof warmups at 0 now, cooldown is at 40, defend again poof cooldown at 0 now. Hero and enemies have exact same agi stat. So guessing something wrong with the code in script. If you do normal test without the tagged weapon equipped it works fine count goes down by 1.


Sample Project (REQUIRED): https://www.dropbox.com/sh/33z09j0a2g37uhz/AAC2WV9S6ZfKg-aRWplO9kiRa?dl=0


Thanks for the report! I'll get it fixed.
 

Yanfly

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Tips & Tricks - False Promise (DOTA2) - RPG Maker MV










The Oracle, from DotA2, has a unique ability to delay direct damage and healing until after an effect is over allowing for a myriad of applications! Here is how you can recreate such an effect in RPG Maker MV!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/07/20/tips-tricks-false-promise-dota2-rpg-maker-mv/


Enjoy!
 

Hikitsune-Red

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THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests, visit the proper subforum for it; this thread is not the place to do so.






To make a bug report, simply report it in this thread. Chances are, I will find out about the bug in this thread than by making one in the JS Support forum.


ALL bug reports MUST follow these guidelines and use this template: 


Plugin Name: (What is the name of the plugin?)


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)


Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).


Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)


Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.


Follow these Instructions. All steps MUST be followed or I will require you to redo it.


1. Download all the newest updates of the plugin.2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them. That said, both ATB and CTB are no longer supported by Yanfly, so if you're using them, please remove them from the project used for the bug report.5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on http://yanfly.moe/yep/. The ordering of plugins is important.7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything. DO NOT USE SAVES. I need to know exactly how to recreate the problem from start to finish. Simply giving me a save file tells me nothing.8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.10. Post the link here and I'll take a look at it.


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.


NOTE2: As I've stated before in the previous note, I'll only provide support for my own codes that I, myself, have provided. To make this clear, this means strictly the plugins I've made and any code for Lunatic Mode that I, personally, have provided through Tips & Tricks. I am not responsible for any coding errors, coding roadblocks, or code questions that you come across within your own Lunatic Mode code. Unless the Lunatic Mode notetag itself has a bug, you are to ask your questions here.


NOTE3: However, as an exception to NOTE2, this does not mean I am going to explain to you how to use all the various functions inside of my plugins. If a function added by my plugins is not listed in the Help File, it means I do not deem that function to be used for script calls. Therefore, if you choose a function outside of the ones listed in the help files to use in a script call, I am NOT responsible for it not working properly for you. No script call support will be provided for functions not listed within the help file.


WHY I NEED A CLEAN SAMPLE PROJECT FOR BUG REPORTS:




If you're wondering why I make it an absolute requirement for sample projects containing to be made, it's because in the past, I've chased and hunted bugs that do not exist either because a user had a conflicting error with a non-Yanfly plugin, has not updated the plugins, using the plugin incorrectly, or think something is a bug when it really isn't. The amount of time I've wasted chasing these "bugs" is unfathomable as that time could have been spent developing new content. To mitigate this issue, I made it an absolute requirement for bugs to be reported in such a manner because of the following:

  1. It makes the player go through all of the troubleshooting steps to reduce the amount of user errors. If the user identifies it as a user error, then the user would also have gained troubleshooting skills, which are essential for game development.
  2. Isolate the bugs caused by Yanfly plugins away from non-Yanfly plugins. As stated above, I do not provide support for non-Yanfly plugins due to my lack of time to create compatibility patches for non-Yanfly plugins. Having over 100+ plugins, making a compatibility patch for each one of those with every other plugin out there is absolute insanity.
  3. It shows that the user is serious about getting the bug fixed as I am. Being able to put out time to isolate a problem so it can be fixed means the user is serious about getting their game made. As a user's time is important to them, my time is also important to me, and this is our mutual agreement to get things done cooperatively.



Thank you for understanding.


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.


F.A.Q. ABOUT ATB AND CTB PLUGINS


The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.
  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.
  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.
  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your 
  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.
  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.

If all of these issues are beyond you, then I'm afraid the ATB and CTB plugins aren't for you. As a developer, it is your responsibility to understand the plugins and systems you are using. You are not doing your players any favor by using a system that you, yourself, do not fully comprehend. I will not educate anyone how ATB and CTB systems work. My plugins work based on the ATB and CTB systems of existing Final Fantasy games with slight tweaks to fit RPG Maker MV's system. Please study them on your own accord. 


TERMS OF USE



Any original material made by Yanfly is free for use with both free and commercial RPG Maker games unless specified otherwise. I do not demand royalties or special liberties if you choose to use Yanfly original content in your commercial games. (Although a free copy of your game would be nice!) I only ask that you provide “Yanfly” or “Yanfly Engine” a spot in your game’s credits.


 


Any edits made to Yanfly original material are okay as long as you still provide the proper credit. Any non-Original content posted, linked, or shared on my website and channel will still require you to contact the respective parties for permission of use.


 


I think this is simple. I’d like to keep it simple. I ask of you, as users, to please do not do things that will make me complicate it for everyone.
 

Yoshifull

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How do I set a warm-up for a skill using the YEP_SkillCooldown? I read the help file through and through, but all I found regarding this are 


<Skill x Warmup: +y>


<Skill x Warmup: -y>


<Skill name Warmup: +y>


<Skill name Warmup: -y>


and below...


EDIT : Obviousely, it is <Warmup: x>. My bad.
 
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Lnik3500

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Tips & Tricks - False Promise (DOTA2) - RPG Maker MV










The Oracle, from DotA2, has a unique ability to delay direct damage and healing until after an effect is over allowing for a myriad of applications! Here is how you can recreate such an effect in RPG Maker MV!


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/07/20/tips-tricks-false-promise-dota2-rpg-maker-mv/


Enjoy!


Can this be used to store damage in a state and call it to deal damage to an enemy based on the total amount?
 

passballtotucker

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I have an issue with the EventChaseStealth plugin. I posted a topic about it here.


Here's a demo that clearly illustrates the problem:   https://mega.nz/#!uBshyIhT!xMp32TkSSAoMlSQdPhTClkMSr4YjHRzoFQoWBZ9W1O0


Edit: I noticed using the plugin command "DisableDifferentStealthSpeed" fixes the issue for me, but if I did want my character's movespeed to change, all the npc's movespeed would still change with it. Is this an intended feature? And I did notice something else. If "this._seePlayer = false", then the event will not notice the player while in stealth mode, but WILL notice the player if the player if on a stealth regionID. Sometimes I like the enemy to notice the player within a radius, but I'd still like it to not notice the player if they're on a stealth region.
 
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Nomi

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Hi Yanfly, I'm once again impressed by your plugins.


At the moment I'm looking into your PartySystem and ActorPartySwitch.


I'm using it with one active Battler that can be swapped out with 5 other. All works fine! I just would like to have another actor jump in if the active actor dies.


While I'm quite sure that this is possible, I'm not rly good with JavaScript. Is there a way you could give me a hint to achieve that with your plugin?


Thanks a lot :)
 

cekobico

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@Yanfly I would like to ask something within your documentation for Item Core. 

1. Independent Items
If you choose to have maximum limit on your items, weapons, and/or armors, those items will become independent and have their own individual stats and whatnot. Independent items are capable of being upgraded, altered, modified, etc. and retain those changed properties independent of other items of the same type. Items without a maximum limit (aka 0), they will continue working as they normally did in RPG Maker MV.
Since the max limit of items/weapons/armors are decided through the plugin parameters, there are no ways to increase its max limit, midgame? A case scenario would be the player obtaining a new 'bag' from a treasure chest. 


Why are you not adding the option to change the max limit dynamically? Is it because it's impossible or have potential to lead to breaking the game structure? 


The reason for this question is I wanna ask another scripter to do it for me, but I fear for breaking things up so I want to confirm it with you if it's safe to modify it. 
 

Yanfly

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@Yanfly I would like to ask something within your documentation for Item Core. 


Since the max limit of items/weapons/armors are decided through the plugin parameters, there are no ways to increase its max limit, midgame? A case scenario would be the player obtaining a new 'bag' from a treasure chest. 


Why are you not adding the option to change the max limit dynamically? Is it because it's impossible or have potential to lead to breaking the game structure? 


The reason for this question is I wanna ask another scripter to do it for me, but I fear for breaking things up so I want to confirm it with you if it's safe to modify it. 


Depends on how you intend to modify it. As long as you stay above 0, you should be fine.


---

Hi Yanfly, I'm once again impressed by your plugins.


At the moment I'm looking into your PartySystem and ActorPartySwitch.


I'm using it with one active Battler that can be swapped out with 5 other. All works fine! I just would like to have another actor jump in if the active actor dies.


While I'm quite sure that this is possible, I'm not rly good with JavaScript. Is there a way you could give me a hint to achieve that with your plugin?


Thanks a lot :)


The plugins I have don't have such a feature.
 

NeoPGX

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The plugins I have don't have such a feature.

Would it even be possible to have an actor in reserve immediately switch with the actor in the active party upon death?
 
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