It's never too late to procrastinate...
- Mar 19, 2013
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Hmmm, I'm unable to test it right now (since I'm still at work) but see if this change works:1. In Mantra Skills (the specific skill I want to lower cooldown with other skills)
2. And no, I'm not :/
Yeah, it's only in battle. Though, if you use actor.setJp(value, classId), it will set it exactly to that amount rather than adding on whatever value it had before unless that's your intention. If not, use actor.gainJp(value, classId) instead.
You're the best, Yanfly! I was deadset on controlling all of this in Message Core and didn't even think about changing something in another plugin. It seems I was using the row for the wrong reason, as all I wanted to do was make 4 rows fit using my bigger font. So I changed the rows back to 4 and changed that Core Engine Line Height to 52 and now it's behaving exactly like I wanted. Thank you!Message melding is intended for settings set above 4. This is because the editor does not allow me to edit the number of rows a message entry allows.
However, you're using the message row increase for the wrong reason especially if you do not intend to use more than 4 rows for displaying messages. What you should be looking to do, is use the Core Engine plugin and change the Line Height value from 38 to fit whatever your larger font entails.
As for the namebox window size, I'll have to make modifications to allow changing the size of it.
All skills are not lowering cooldown anymore (even with the <Cooldown: X> tag)Hmmm, I'm unable to test it right now (since I'm still at work) but see if this change works:
Not with the current implementation of my plugins. This isn't hard to do, I'll need to find the time to do it.Hmm. Is it possible to set maximum parameters to certain classes?
Using your Stat Upgrade Tips&Trick to upgrade parameters.
A warrior has 500 maximum attack.
A magician has only 200 maximum attack.
So once the cap is reaches they can no longer use the upgrade of that specific stat?
Is this possible?
All skills are not lowering cooldown anymore (even with the <Cooldown: X> tag)
There's a setting in the updated Cooldowns plugin where you can change it to time based or not. Set it to false and it'll be like Vanilla, where it's updating only once per actor turn.With the Atb the cooldowns work in a strange way (I suppose because there's the atb turn formula to determine the time of turn).
How I can set Full Turn like normal vanilla turn without atb, that is the turn finish when all actors perform what selected?
It's usefull also for the battle event, states, buffs, ect.
Sure, send it my way.The class plugins are near the top with the rest of the plug-ins, but they're doing some really freaky stuff like everyone's countering and healing the enemy. I think I'd need to send you the project since it's kind of difficult to explain other than only happening with the class plugins.
It seems your version of Skill Learn System is outdated. Can you download these updates found here: http://yanfly.moe/yep/changelog/I recently made a skill that turns the character into a bat and changes their skill set until they are cured. It works perfectly except for one thing. If you try to access the skills menu (I have your skill learning engine). It crashes and says : Cannot read property 'apply' of undefined.
here is what the log thing looks like
/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_ItemCore.js:1092 0rpg_managers.js:1618 TypeError: Cannot read property 'apply' of undefined at new Window_SkillLearnClass (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_SkillLearnSystem.js:827) at Scene_Skill.createSkillLearnClassWindow (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_SkillLearnSystem.js:1278) at Scene_Skill.create (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_SkillLearnSystem.js:1210) at Function.SceneManager.changeScene (rpg_managers.js:1654) at Function.SceneManager.updateMain (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/TDDP_FluidTimestep.js:107) at Function.SceneManager.update (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/TDDP_FluidTimestep.js:86)Do I maybe need to make the bat into a class or is there some other way to take care of it?
Thank you in advance
Do you have Class Change Core installed? And what order are the plugins in?I could have sworn I updated it today in the morning lol.
Anyway, I just updated it and the same problem, although different log.
/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_ItemCore.js:1092 0rpg_managers.js:1618 TypeError: Cannot read property 'apply' of undefined at new Window_SkillLearnClass (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_SkillLearnSystem.js:831) at Scene_Skill.createSkillLearnClassWindow (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_SkillLearnSystem.js:1282) at Scene_Skill.create (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/YEP_SkillLearnSystem.js:1214) at Function.SceneManager.changeScene (rpg_managers.js:1654) at Function.SceneManager.updateMain (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/TDDP_FluidTimestep.js:107) at Function.SceneManager.update (/C:/Users/Myst%20Desdemona/Documents/Games/Project1/js/plugins/TDDP_FluidTimestep.js:86)Just for clarification. The state I made is linked to a common event where I remove all class related abilities and replace them with bat skills. (I seal the class skills and add the bat skill type to)
Edit: I just tested keeping the skills but still sealed the skill type. Same error.
I deleted the plugin and then downloaded again. The cooldowns are working now, decreasing by turn...They're working for me as intended.
Can you reproduce this problem on an empty project and then upload it online (do not deploy it) and link it here?
I did a very stupid mistake. When I updated the plugins earlier, the class change core ended up in the wrong place. I put it back under the Core engine and it's not crashing anymore.Do you have Class Change Core installed? And what order are the plugins in?
Math.max(a.atk * 2 - b.def, a.mat * 2 - b.mdf)