- Nov 28, 2013
- Reaction score
- First Language
A way around this would be to evaluate the Target Rate parameter, wouldn't it?.....
Hmm... true. There were Eval functions in AI Core. Not sure how targetRate is called in the code, but if I randomly remove targets from scope based on their target rate - it may work. Maybe. Dunno how it works internally, so it may or may not work as I think.A way around this would be to evaluate the Target Rate parameter, wouldn't it?.....
I'm unable to replicate it, did you update all the plugins to the latest version?I got this error while trying action pack #2
TypeError: Cannot read property 'toUpperCase' of undefined
at Function.BattleManager.makeActionTargets (/C:/RPG%20Maker%20MV/Eternal%20Codex/js/plugins/YEP_BattleEngineCore.js:1513)
at Function.BattleManager.actionAttackAnimation (/C:/RPG%20Maker%20MV/Eternal%20Codex/js/plugins/YEP_X_ActSeqPack2.js:535)
at Function.BattleManager.processActionSequence (/C:/RPG%20Maker%20MV/Eternal%20Codex/js/plugins/YEP_X_ActSeqPack2.js:453)
at Function.BattleManager.processActionSequence (/C:/RPG%20Maker%20MV/Eternal%20Codex/js/plugins/YEP_X_SkillCooldowns.js:558)
at Function.BattleManager.updateActionTargetList (/C:/RPG%20Maker%20MV/Eternal%20Codex/js/plugins/YEP_BattleEngineCore.js:1386)
at Function.BattleManager.update (/C:/RPG%20Maker%20MV/Eternal%20Codex/js/plugins/YEP_BattleEngineCore.js:1217)
at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
at Scene_Battle.update (rpg_scenes.js:2042)
at Scene_Battle.update (/C:/RPG%20Maker%20MV/Eternal%20Codex/js/plugins/YEP_BattleEngineCore.js:3063)
at Function.SceneManager.updateScene (rpg_managers.js:1673)
at Function.SceneManager.updateMain (rpg_managers.js:1641)
If you play without the Battle Engine Core, you'll actually find out the way it's done in the Battle Engine Core is done exactly the same as it is without it when it comes to dual wielding. I've made no changes to this yet because I plan on revamping the unconventional dual wielding system given to us by default.[SIZE=10.5pt]I found another bug which was also in the base engine of the game but I'll report it here so you can have a look at it Yanfly. [/SIZE]
[SIZE=10.5pt]Battle Engine Core[/SIZE]
- [SIZE=10.5pt]Dual Wielding will cause the characters to only attack with the weapon in the first slot when using Attack and both weapon animations are played at once. There should be two successive SV Animations using each of the weapons in the slots and then playing the respective animation after each one. [/SIZE][SIZE=10.5pt][/SIZE]If someone uses a Sword in Slot 1 and an Axe in Slot 2 for example, the actor will only swing the sword and both the sword and the axe's animations will play at the same time. If you decide to fix this, an option to speed up animation speed for dual wielding might be nice here so that it doesn't bog down the speed of battles.
I followed the Help File found within the Action Sequences, but as you designed your Action Sequences based on rpg_sprites.js, it will become strange that when I set the motion to wait, the actor will walk, but when I set the motion to walk, the actor will wait (I am using custom sprites which clearly show this problem compared to standard sv_battler which looks little ambiguous). I still sure, there is a mistake in naming or translating the rpg_sprites.js script .The motion names were named after what they were named in the source code:
If anything, it'd be better if you refered to the Help File found within the Action Sequences themselves as they give a clearer meaning on what to expect.
I was thinking more like a FFX style skill tree. Using visuals to represent the learning instead of the JP system. I think Raizen made one for Ace. If no one makes one within a month I'll probably just do it"Skill Learn System" won the 1st poll. Maybe you can find what you need there once Yanfly's done making. Or maybe you want something else?