1. You'd have to use Lunatic Mode for that. Though, the means of doing so are a bit more difficult if you don't have much JavaScript Experience.Hey Yanfly! Noob questions here:
1.) Learn Skill Plugin - In increasing parameters using this plugin, is there a way to set a maximum amount of times to increase each parameter? Like for example, each parameter may only increase up to 99 (which means each "skill" should be learned 98 times)... And even though, for example, an actor's atk has reached 99 through skill learn, he can still increase his atk via weapons, armors, items, etc (more like the Ragnarok Online mechanic).
2.) Skill Cost Plugin - I really don't know if this has been answered. How can I require my characters using bows and guns to consume arrows and bullets when doing a normal attack?
~with much thanks and appreciation.![]()
Ah, your Finish Action basically removed all of the finish action sequences, which involves setting the immortal status of the target to off. Instead of having it as a Finish Action, make it a Follow Action instead.I'm having and odd bug using instant cast.
<Instant Eval>if (user.isStateAffected(74)) instant = false;else if (user.mmp >= 600) instant = true;</Instant Eval><finish action>add state 74: user</finish action>I have that on my skill notetag (state 74 is just a blank state that lasts one turn to prevent instant cast chains). If this code is in a skill notetag the targets can drop to 0 hp and do not die. They also cannot select any action besides use item. Adding collapse: targets in the finish action does not cause the targets to die, collapse: targets,force does but that happens regardless of anything else since it is forcing death.
Huh, that's weird. It seems to be working for me:Buff & States core, yesssssssss! Thank you Yanfly! I've been waiting for this since day 1 of MV release, you f-ing rule! <3
EDIT: Possible bug, or I'm doing something wrong
I have this tagged in one my skills, and it doesn't seem to be doing anything:
In Buff and States Core, is there a way to reference the parameters of the actor who inflicted a status effect in the Lunatic Mode evals?
Before I get into something more complicated, I’d like to point out a small bug that’s related to one I found a while ago. When an Actor is in crisis and the battle ends, it draws the name of the actor in the crisis color. The level was fixed but I noticed the Actor name issue yesterday.
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I’ll use a spoiler tag for the rest because it’s rather lengthy. I was going to get to the point in fewer lines but sometimes a more in-depth explanation is needed.
That's weird. I'm not sure how you're getting that error at all.How do I move the JP Cost text further up?
It's in the bottom left hand corner but you can only see the top portion.
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<setup action>motion swing: userdisplay actioncast animationwait for animationmotion walk: user</setup action><target action>move user: target, front head, 15jump user: 400, 15opacity user: 0%, 15wait for movementopacity user: 100%, 5motion attack: useraction animation: targetaction effectmove user: target, back base, 15wait for movementopacity user: 0%, 20wait for opacitymove user: target, back head, 5wait for movementopacity user: 100%, 10face user: homemotion attack: useraction animation: target, mirroraction effectmove user: target, front base, 15wait for movement</target action>
Ah. I figured out what's messing it up.That's weird. I'm not sure how you're getting that error at all.
Awesome. I guess I better start learning JavaScript for no.1 then. Thanks for the reply.1. You'd have to use Lunatic Mode for that. Though, the means of doing so are a bit more difficult if you don't have much JavaScript Experience.
2. Yes you can. Though, I'd suggest you wait for tomorrow's plugin since that will make it easier.You'll see why.
I believe the latest update fixed that.
So it's mainly there for instant casts? And I figured that you wanted to follow the DTB's ruleset with the turns but it still looks off in CTB so I brought this up to see what you had to say about it. It's just the visual 'lag' that didn't look good to me.I don't think you quite understand the reason why there's a difference between Turn Start and Action Start. The main reason is because of this: http://yanfly.moe/2015/10/30/yep-22-instant-cast-2/ Instants don't consume turns. In CTB, they won't consume turn durations either for states but they will for actions, which is why there's a differentiation for them.
As for why a turn "starts" after the action has been selected and not before, it's to follow the very same principle that RPG Maker uses for its own battle system. The same way the default battle system does not initiate a turn start during action selection, CTB will not initiate a turn start during action selection either. This is not just unique to RPG Maker. Final Fantasy X, Final Fantasy Tactics, and Mana Khemia who utilize CTB also function off this ruleset.
thank you for fixedI believe the latest update fixed that.
The idea behind Instants was inspired by Super Robot Wars back in the VX era when I made the script for the first time. The principle behind the idea in SRW is that the instants function as a preparation mechanic. The turn isn't considered to be started until an action begins performing or pass the turn.So it's mainly there for instant casts? And I figured that you wanted to follow the DTB's ruleset with the turns but it still looks off in CTB so I brought this up to see what you had to say about it. It's just the visual 'lag' that didn't look good to me.