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korinohime

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Dear Yanfly, I got some strange bug with armor scaling plugin... when it turned ON, all characters deal 0 damage... when it turned OFF characters deal damage... even tried various skill attack formula from a.atk*0.8 to a.atk*4, but it doesn't make any difference...
Character attack=15
If I do something wrong tell me please
this is my trainung dummy
View attachment 59729
plugin parametrs
View attachment 59730
some additional information:
I found that problem is in ""Item Core" plugin. when it turned on all my damage with or without items becomes 0 when I uses Item Core & Armor Scaling plugins. But why is this happened?
because when Item Core plugin is turned off the Armor Scaling plugin works fine. Why this two plugins cant work together? answer me please...
 

AdamSakuru

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Plugin Name: Row Formation
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: Not important because it has nothing to do with those
Bug Explanation: The row position of actor 1 won't update to reflect changes to the formation if there is only one actor when the battle initially starts.

Error Report: No error report.

Exact Steps on How to Replicate Bug: Start a battle with Troop 1 in the database. Go to the formation change scene and add in new party members (leave actor 1 where he is in the party) and then leave the scene. The new members are added in, but they are placed as if 1 less party member is present, while actor 1 is exactly where he was before the new members came in. Leaving him very close to the positions of the new members. In my own game project, they were placed right on the same spot and the image was flickering (I assume because they were both trying to be shown). The positioning will stay the same until the row for said actor is manually changed (and I also assume this happens when changed with a skill or something).

You can also try starting the battle with 4 party members, and then going into the formation scene and removing the second and third party members. Or even the 2nd and fourth, etc. The party members who haven't been removed won't update their positions either.

Did you recreate the bug on the sample project? Yes.

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
https://www.mediafire.com/?9xe7onlg59bhnla
 

Yanfly

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Plugin Name: States Categories

Do you have all the latest updates for the plugins in question?
Yes, V1.05

Plugin Parameter Changes: None.

Error(s): None.

Bug Explanation:
The lunatic notetag to make Custom State Category Removal doesn't have any effects.

Are you a coder who understands the problem in code as to why this bug is caused? Yes. It is a documentation error:
the right notetag should be <Custom Remove State Category: text>, instead of
<Custom Remove State: category name>.
Thanks, I'll get this fixed.

Hi Yanfly, I think you forgot to update the NewGame+ to 1.01 because after I'm download it, the plugins keeps at 1.00 and the link is directed to NewGame+ page.
Thanks, fixed.

Plugin Name: Selection Control, CTB
Plugin Parameters Changed: Battle Engine Core, dtb -> ctb system
Issue Description:

Since the 2/26/17 update, enemies now attempt to use actions that should be prevented by selection control restrictions when using the CTB battle system. See new project file attached below.

In the attached example, the slime enemy frequently attempts to use an action whose custom select condition should fail. The action is displayed, along with the casting animation, but then nothing actually happens after that.

https://www.mediafire.com/?5ieehh3j5nhwdy3
CTB is no longer supported. Please look in the bug report post for the reason.

Plugin: Animated Sideview Enemies (V 1.17) (Default settings)
Bug: During skills that perform multiples but not simultaned hits such as "X randoms enemies" animated enemies don't perform the 'dying' motion when their life is low and instead continue to make the 'walking' motion. Similary, a guarding or dying animated enemy stop his guarding/dying motion after being hit to perform a 'walking' motion until all others hits have been performed.
Project: http://www.mediafire.com/file/e9ji7eyb371viep/Debug.zip
Try a battle (battle 1 is a classic one, in battle 2 enemies always guard and in battle 3 everyone is low health), and check how heroes and Marsha's doppelgangers react to the 'Ultimate blow' special skill.
I'll have to take a look at this. This doesn't seem like a bug though, but rather, how you have to deal with "immortal" battlers.

Problem with 2 plugins since 2/26/17 update

Plugin Name:
YEP_X_BattleSysATB (v1.25) & YEP_X_VisualHpGauge (V1.06)
Issue Description:
Since the 2/26/17 update, turning these plugins on will prevent the game from starting at all. It worked fine before it.
I get the error message:

"TypeError: undefined is not a function"
ATB is no longer supported. Please look in the bug report post for the reason.

Greetings and hello, all.

Apologies if this has already been brought up, and doubly so if this happens to be the incorrect discussion for this, but I admittedly don't entirely know where else to go with this question, so please bear with me. -_-;

http://www.mediafire.com/file/oii9e54y95sbw8a/AnimationTest1.mp4
Now, with that in mind, I've recently gone and run a few tests with the various functions of the Action Sequence Packs (link above), and noticed a small black flicker just above the actors' side-view battler sprites - I suppose "screen tearing" may be the proper phrase, but I digress... Originally, I had assumed this to be some kind of issue with the position of the camera in relation the sprites' canvas, (namely, that it was simply too small for whatever reason) but after enlarging said canvas and running a few more tests, this would seem not to be the case, and I'm frankly at a bit of a loss of what exactly could be the issue here. (And more importantly, how I would go about fixing it. :/)

In any case, my apologies for the rather long explanatory text, and feel free to ask any necessary follow-up questions if need be.
My thanks in advance.

EDIT: After attempting to resolve the same issue in the same aforementioned way with a monster-related sprite, which was successful as far as I could tell, it would seem that perhaps the canvas is indeed the issue, so perhaps it may simply have something to do with how the engine processes actor sv battlers...? (Essentially meaning that adjusting their canvases won't solve anything either way, unfortunately.)

EDIT: After yet more testing, it would seem the ASPs are actually conflicting with the Animated Sideview Enemies script, oddly enough, thus causing the tear. After disabling sprite smoothing, the issue appears to have resolved itself... At least, as far as I can tell.

Apologies for wasting everyone's time... :/
This is something that's out of my control. It's an issue with pixi.

Hello,

Trojan found in a Yanfly script when I scan with Window Defender on Windows 10.
YEP_BattleAlcore.js version 1.12

I download an old version of that plugin version 1.1.1 and no trojan was found in that file.
Can anyone else confirm this please ? Download the latest version from Yanfly Website and scan with windows defender.
http://yanfly.moe/yep/changelog/

Thanks Yanfly I hope you will find the solution easily.
First off, I want to start off explaining that I understand this post is for Bugs within the plugins, but since I don't know where else to report this particular issue I will post it here. If someone has a suggestion as to where this post should be placed, I will gladly change/move it as necessary.

Plugin Name:
YEP_BattleAICore.js
Do you have all the latest updates for the plugins in question? No, and that is part of the problem.
Issue Explanation: I attempted to download the latest script for this plugin (first through the auto updater, and second directly from dropbox here: https://www.dropbox.com/s/bsqrdz3gic3341n/YEP_BattleAICore.js?dl=0), however windows defender shows that this particular file is detected malware. Specifically it shows it to be a "Trojan:JS/Jorv.A!cl". I have attached an image showing window defender's report for this item.

I also wish to mention that I have an older file of YEP_BattleAICore.js from 11/02/2016 and windows defender does not show it to be malware.
For those reporting as to why this is occuring, I'm honestly not sure why. I've scanned my own BattleAICore file for viruses as well as using an online scanner. Here are the results.

http://i.imgur.com/2fq5Whn.jpg

I can only conclude that you're getting false positives.

Plugin Name: Row Formation
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: Not important because it has nothing to do with those
Bug Explanation: The row position of actor 1 won't update to reflect changes to the formation if there is only one actor when the battle initially starts.

Error Report: No error report.

Exact Steps on How to Replicate Bug: Start a battle with Troop 1 in the database. Go to the formation change scene and add in new party members (leave actor 1 where he is in the party) and then leave the scene. The new members are added in, but they are placed as if 1 less party member is present, while actor 1 is exactly where he was before the new members came in. Leaving him very close to the positions of the new members. In my own game project, they were placed right on the same spot and the image was flickering (I assume because they were both trying to be shown). The positioning will stay the same until the row for said actor is manually changed (and I also assume this happens when changed with a skill or something).

You can also try starting the battle with 4 party members, and then going into the formation scene and removing the second and third party members. Or even the 2nd and fourth, etc. The party members who haven't been removed won't update their positions either.

Did you recreate the bug on the sample project? Yes.

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
https://www.mediafire.com/?9xe7onlg59bhnla
I'll have to look into this.
 
Last edited:

Yanfly

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Three new plugins have been added!

---


Overkill occurs when an actor defeats an enemy with excessive damage. All enemies have an Overkill damage requirement and if a battler lands a killing blow dealing damage equal to or greater than this number, an animation is played on the enemy before the enemy collapses. When an enemy is overkilled, that enemy will reward the player with more EXP, more gold, a higher drop rate, and if YEP_ExtraEnemyDrops is installed, more possibilities for extra items under the condition of being Overkilled.

This is a collaboration plugin by Tigress and Yanfly to ensure compatibility with the Yanfly Engine Plugins library.

Link: http://yanfly.moe/2017/03/03/yep-127-overkill-bonus-rpg-maker-mv/

---


Different types of armors make different sounds when they’re hit. When an actor is struck by an attack and takes damage, they will play a sound effect based off the armor they are wearing (ie. cloth versus metal). Enemies can also play different sound effects when they get hit, too (ie. slimes versus robots). Use this plugin to make your armors and enemies more lively when they react to damage.

This is a collaboration plugin by Chickie and Yanfly to ensure compatibility with the Yanfly Engine Plugins library.

Link: http://yanfly.moe/2017/03/10/yep-128-hit-damage-sounds-rpg-maker-mv/

---


For Turn-Based Battle Systems like DTB (Default Turn Battle), letting the player see the turn order visually can add a whole lot more depth to the battle system. This plugin will add a display of icons showing the turn order of the player’s party and the enemy party within a corner of the screen (modifiable).

NOTE! This plugin does NOT work with tick-based Battle Systems like ATB or CTB! It is specifically made to work only with turn-based battle systems.

Link: http://yanfly.moe/2017/03/17/yep-129-turn-order-display-rpg-maker-mv/
 

Doktor_Q

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It's not mentioned anywhere in the help files or parameters that I could find, so I was wondering- how does the turn order plugin deal with action speed?

For example, if you use the default Guard skill, you get +2000 speed, and should go before everyone else. Does your position in line suddenly move when the skill is confirmed, out when the turn actually starts and it does calculations?
 

ramza

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If it's identical to the CTB version of the same thing, the turn order would update after guard is chosen to reflect the change in speed. If you had a normal skill that also did something similar, the display updates when you've selected that skill but before you've chosen a target.
 

AdamSakuru

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Plugin Name: Turn Order Display
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: Not important because it has nothing to do with those
Bug Explanation: An error occurs after entering/leaving the party changing scene in battle.

Error Report: "Undefined is not a function"

Exact Steps on How to Replicate Bug: Start a battle, go into the party changing scene and then leave. The error should pop up.

Did you recreate the bug on the sample project? Yes.

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
https://www.mediafire.com/?i1cn6k885p74q4v
 

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bgillisp

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@AdamSakuru : Yanfly's rules REQUIRE the sample project, even if it is 'simple' to replicate. Please resubmit the bug report following the guidelines, else I'm pretty sure Yanfly will ignore your bug report.
 

AdamSakuru

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@bgillisp : There, changed. He actually missed a bug report of mine a few pages earlier so I combined the two of them into this one.

Edit: My apologies Yanfly, I fixed the post/provided a download link.
 
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What happened to the Battle AI Core plugin? My computer, when last I tried updating all my plugins, thought it was a trojan, then when I went to playtest my project, I got an error message saying the plugin wasn't there or wasn't active, even though it was so I deleted it from my project, and then I went to go redownload it off your site and the Dropbox link gives me a 404 message and tells me the file doesn't exist.
 

TiZ

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CTB is no longer supported. Please look in the bug report post for the reason.
ATB is no longer supported. Please look in the bug report post for the reason.
Hi there. I'm new to the MV scene since it's the first time Linux has ever been supported, and stumbled here while looking for ways to improve certain things. Your site mentions in multiple places that CTB and ATB are no longer supported, but the links to the explanation why seem to be broken; they just go to the first page of this thread. There's another link in that OP that leads... right back to the OP. It seems some stuff might have moved around; could I trouble you to reconnect the dots so I can learn your reasoning and properly make a decision on whether or not to use them?
 

ramza

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Hi there. I'm new to the MV scene since it's the first time Linux has ever been supported, and stumbled here while looking for ways to improve certain things. Your site mentions in multiple places that CTB and ATB are no longer supported, but the links to the explanation why seem to be broken; they just go to the first page of this thread. There's another link in that OP that leads... right back to the OP. It seems some stuff might have moved around; could I trouble you to reconnect the dots so I can learn your reasoning and properly make a decision on whether or not to use them?
Finding the exact post is hard, as it was a long time ago, and the forum move broke links within topics.... for some reason.

But the major reasoning behind it was that RMMV was never designed to use a non-turn based system, and constantly fixing issues with plugins designed to be either turn-based or tick-based was time consuming and (probably) annoying. Not to mention the number of people constantly making vague or impossible requests, such as getting the CTB plugin to show on the turn display, multiple copies of battlers if they were going to act twice.

I recall making a bug report from something in Battle AI core causing some huge lag spikes when the turn order display tried to update, and while I don't think this was the report that killed the plugin support, I know that shortly afterward, CTB and ATB support were discontinued.

In the end, reasoning doesn't matter. The plugin isn't supported by Yanfly anymore. Use at your own risk.


EDIT:
I have a bug report as well...

Plugin Name:
YEP.125 – Improved Battlebacks

Do you have all the latest updates for the plugins in question?
Yes

Plugin Parameter Changes: None


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)"
When this plugin is enabled, in tandem with the action sequence plugins, the ability to check if the previous action effect was a hit or critical or whatever else you can check with that function is no longer working.

The easiest way to explain this is to share my own sequence:
Code:
<Setup Action>
clear battle log
display action
  if (user.attackMotion() !== 'missile' && (user.isActor() && target.isEnemy() || user.isEnemy() && target.isActor()))
    move user: target, front base, 20
    wait for move
  else
    perform start
  end
immortal: target, true
</Setup Action>
<Target Action>
wait: 15
perform action: user
action effect: target
if target.result().isHit()
 attack animation: target
 wait for animation
end
if (user.isStateAffected(260))
 action effect: target
end
wait: 20
</Target Action>
<Finish Action>
clear battle log
perform finish
wait: 10
immortal: target, false
</Finish Action>
In the above sequence, the action effect is called, immediately followed by an if check to see if the action was a hit, if it was a hit, it displays the attack animation on thew target. When improved Battlebacks is enabled, this check returns false, even when it was true (as the damage popup still happens from the action effect), resulting in hits that do not show the animation at all.

Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)
1. Have an action sequence like the one posted above that relies on a check on the action.result()
2. Disable Improved Battlebacks, note that this sequence functions as intended
3. Enable improved battlebacks, note that the action animation for this skill no longer plays

The test project I have uploaded contains the action sequence on the attack skill. Open it up and disable imrpoved battlebacks and do a test battle, or talk to the test npc. Re-enable improved battlebacks to see the effect it has on the sequence.


Upload the sample project and share the link (ABSOLUTELY REQUIRED)
Here
 
Last edited:

Yanfly

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Plugin Name: Turn Order Display
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: Not important because it has nothing to do with those
Bug Explanation: An error occurs after entering/leaving the party changing scene in battle.

Error Report: "Undefined is not a function"

Exact Steps on How to Replicate Bug: Start a battle, go into the party changing scene and then leave. The error should pop up.

Did you recreate the bug on the sample project? Yes.

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
https://www.mediafire.com/?i1cn6k885p74q4v
Yeah, I missed this. I'm afraid this one's an unintended side effect since the two plugins don't work together. I'll have to disable this until I can figure out what's going on.

Thanks, I'll get that updated.

I have a bug report as well...

Plugin Name:
YEP.125 – Improved Battlebacks


Do you have all the latest updates for the plugins in question?
Yes

Plugin Parameter Changes: None


Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)"
When this plugin is enabled, in tandem with the action sequence plugins, the ability to check if the previous action effect was a hit or critical or whatever else you can check with that function is no longer working.

The easiest way to explain this is to share my own sequence:
Code:
<Setup Action>
clear battle log
display action
  if (user.attackMotion() !== 'missile' && (user.isActor() && target.isEnemy() || user.isEnemy() && target.isActor()))
    move user: target, front base, 20
    wait for move
  else
    perform start
  end
immortal: target, true
</Setup Action>
<Target Action>
wait: 15
perform action: user
action effect: target
if target.result().isHit()
 attack animation: target
 wait for animation
end
if (user.isStateAffected(260))
 action effect: target
end
wait: 20
</Target Action>
<Finish Action>
clear battle log
perform finish
wait: 10
immortal: target, false
</Finish Action>
In the above sequence, the action effect is called, immediately followed by an if check to see if the action was a hit, if it was a hit, it displays the attack animation on thew target. When improved Battlebacks is enabled, this check returns false, even when it was true (as the damage popup still happens from the action effect), resulting in hits that do not show the animation at all.

Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)
1. Have an action sequence like the one posted above that relies on a check on the action.result()
2. Disable Improved Battlebacks, note that this sequence functions as intended
3. Enable improved battlebacks, note that the action animation for this skill no longer plays

The test project I have uploaded contains the action sequence on the attack skill. Open it up and disable imrpoved battlebacks and do a test battle, or talk to the test npc. Re-enable improved battlebacks to see the effect it has on the sequence.


Upload the sample project and share the link (ABSOLUTELY REQUIRED)
Here
Strange. I'll have to check this out.
 

Yanfly

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YEP.130 – Battle System – Standard Turn Battle – RPG Maker MV


The Standard Turn Battle system functions off of the Default Turn Battle system’s structure. Action orders are determined by the battlers’ AGI values and they go from highest to lowest. However, actions are not selected at the start of the turn. Instead, the turn progresses and the actions are picked as each battler’s turn appears, then proceeds to be executed immediately.

Each battler is only allowed one action per battle turn, meaning a single battler cannot have twice the number of turns as another battler even if the battler’s AGI value is double that of the other. This is to prevent any balancing issues that come from tick-based battle systems as they tend to be far more difficult to balance compared to turn-based battle systems.

Link: http://yanfly.moe/2017/03/24/yep-130-battle-system-standard-turn-battle-rpg-maker-mv/
 

Pine Towers

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@Yanfly , great plugin as always. Now I don't know if I should use DTB with Turn Display, STB with TD or STB without TD!

Just one question, since I'm away from my Maker to test it: If I apply a formula to the turn order (so, instead of Agi, it is Agi plus rand(20)), this math is done to the whole battle, or each turn it is updated, giving each turn a slightly different order to each battler?

Thanks!
 

cherrypikkins

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@Yanfly Thank you for the new battle system! Found a bug that I was able to resolve myself by editing the .js file.

Line 420:
Code:
Yanfly.STB.Scene_Battle_commandEscape.call(ths);
minor correction 'ths'->'this'
 

GammaVD

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In 'Battle System - Standard Turn Battle' both the page and the plugin have a minor error with the line

This plugin requires YEP_X_BattleSysSTB. Make sure this plugin is located under YEP_X_BattleSysSTB in the plugin list.

I believe its meant to be YEP_BattleEngineCore
 

Artorius300

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Plugin Name: Yep_X_BattleSysSTB
Do you have all the latest updates for the plugins in question? Yes
Plugin Parameter Changes: None
Bug Explanation: "i" Misspeled in the 420 Line.

- Yanfly.STB.Scene_Battle_commandEscape.call(ths); -

Error Report:
ReferenceError: ths is not defined
at Scene_Battle.commandEscape (file:///C:/Users/Artorius300/Desktop/Project1/js/plugins/YEP_X_BattleSysSTB.js:420:48)
at Window_PartyCommand.Window_Selectable.callHandler (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:896:31)
at Window_PartyCommand.Window_Command.callOkHandler (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1420:14)
at Window_PartyCommand.Window_Selectable.processOk (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1150:14)
at Window_PartyCommand.Window_Selectable.onTouch (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1080:22)
at Window_PartyCommand.Window_Selectable.processTouch (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:1048:18)
at Window_PartyCommand.Window_Selectable.update (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_windows.js:980:10)
at file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_core.js:6523:19
at Array.forEach (native)
at WindowLayer.update (file:///C:/Users/Artorius300/Desktop/Project1/js/rpg_core.js:6521:19)


Exact Steps on How to Replicate Bug: When you succesfully escapes, error shows up.
Did you recreate the bug on the sample project? Yes.

Upload the sample project and share the link (ABSOLUTELY REQUIRED):
http://www.mediafire.com/file/2cagpgap34id5h3/Project1.rar
 
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