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The Gab Window looks beautiful.
Ah woops, it was 546 votes. My bad!Wait, in the plugin poll results on the video it says Enhanced TP has 820 and the others have < 800 votes? Is that a mistake or some silly cheaty thing?
Anyway, the newcomers! I'm not sure about Shop Core, I sorta already use one, but variety is always welcome! But Steath!? Thats just the super duper coolest thingy ever! (Well, Skill Costs items but yeah) Imagine sneaking past guards!
Also Yanfly, if you do make that, can it have sprite changing so we can have a "Stealth" sprite for actors if we want E.g. Sinweaver's Stealth Box sprites!
My votes this week is just one, as I'll focus on Stealth since it really is the coolest thing since Skill Costs Item!!
Also I'm excited for Gab Window even if I'm not really sure what would be possibe with Buff and States core exept for what we already have? Maybe um… states that create mini-games or switch scenes? That create pictures? I dunno…
Anyway, as always thank you Yanfly for your continuing awesomeness, and have a nice week! BD
Hmmm, I'll look into this tonight after work.Yup, I tried about five different ID's, but my enemy never swings a weapon. :/ Only my actors ever do. Does it matter whether the weapon is equipped by the enemy or not in the normal editor for the action sequence pack to work? Or does it just need to be assigned via tag as their <Sideview Weapon: x>? I'm just trying to debug, but despite that, I've tested all of these, and can't seem to figure out where the problem is stemming from.
<3The Gab Window looks beautiful.
It does doesn't it? The last game I remember that did something similar to that incredibly well was Rogue Galaxy. The little voice clips and comments from various characters added a lot to the experience and immersion of the game.The Gab Window looks beautiful.
That's a nice idea Puma. The only indicator without life bars would be the breathing rate so if the player is fighting a tough enemy and they see them starting to wheeze out they'd know that they're almost there.My sincerest apologies if this was asked before - but could you add the ability to make the speed of "breathing" or floating dependant on the enemies current HP, so it slows down once they get closer to dying? It'd be a neat way to see how much an enemy can take without explicitly showing lifebars to the player!![]()
I hope you have a wonderful day~
wait a minute... where's the link to gab window? cannot find it in yanfly.moe >.<...The Gab Window looks beautiful.
It's in the preview:some suggestion... any way for Event Mini Label to update it's label when there's change to $gameVariables...
since i try to add \v[1] to the label.
and when i change the variable it's not updated. (until i leave and reenter map)
EDIT: wait... you don't have to add code to $gameVariables change... i would prefer if there's a plugin call / script call
to update all mini_label on the map. so i can execute it manually after i change variable (less lag hopefully).
also any way to support multi lines...
some comment tag like:
<Mini Label Lines: x>i would like to create something like this:
Emery Town
Population: 1325
Troop: 521
wait a minute... where's the link to gab window? cannot find it in yanfly.moe >.<...
i really want gab window.
http://forums.rpgmakerweb.com/index.php?/topic/51346-stealth/But Steath!? Thats just the super duper coolest thingy ever! (Well, Skill Costs items but yeah) Imagine sneaking past guards!
What are you talking about, we've not seen any screenshots of it yet?Seems like Yanfly copied the layout used in VXAce, but it's kind of
For his item and equipment pluginsWhat are you talking about, we've not seen any screenshots of it yet?
@Yanfly: I just wanted to thank you for all of the fantastic work you've been doing with these plugins. The CTB especially is wonderful
I had a hopefully quick question about partitioning damage in skill notetags. Hopefully this is within the scope of what you are helping us with in this thread.
Say I have a skill, Thunder Blade. I want it to deal normal attack damage, and then an additional 50% of that as thunder damage, so basically this:
a.atk * a.atk / b.def (slash element type)I know there are probably a few different ways to do this, whether by changing the attack element after dealing the first damage, or by calling two skills' damage formulas in one skill, but I'm hoping there is a relatively easy solution regarding your lunatic options for skill notetags.Code:0.5 * a.atk * a.atk / b.def (thunder element type)
I've tried a few things and have read through the plugin help files a few times, but a straightforward solution has not popped out at me yet.
Any help is much appreciated, guys!(again, sorry if this isn't where I should be asking this)
Wondering this too, as there's no JP Cost Display Eval function. I had to rely on the Custom Text display. But making any changes to the cost in the future would be a ton of work.@Yanfly
I have a quick question regarding the display of JP costs in your Skill Learn System.
Is there some way I can display the correct JP cost, if I want to change them with a formula inside the <Learn Cost Eval> tag?