Okay so after looking at it for a bit, Victor's dual wield plugin is doing something weird with dual wield attacks that seems to prevent any kind of MP gains from happening when one is used. I can't even force dual wielded attacks to give the actor MP via gainMp in the damage formula box with my own plugin disabled.
Also, I tried replacing the attack, with no luck. Any attack that goes off twice via the dual wield from that plugin is going to have this problem, unfortunately. And no, replace attack happens when the actor command window is built by injecting the specified skill id in place of normal attack (1).
The only thing I can really think of is to (assuming he's reachable) contact the creator of that plugin and let him know that you can't force actors to gain MP via the formula box when using dual wielded attacks.
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● ARCHIVED · READ-ONLY
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Thank you for your fast reply and help!Okay so after looking at it for a bit, Victor's dual wield plugin is doing something weird with dual wield attacks that seems to prevent any kind of MP gains from happening when one is used. I can't even force dual wielded attacks to give the actor MP via gainMp in the damage formula box with my own plugin disabled.
Also, I tried replacing the attack, with no luck. Any attack that goes off twice via the dual wield from that plugin is going to have this problem, unfortunately. And no, replace attack happens when the actor command window is built by injecting the specified skill id in place of normal attack (1).
The only thing I can really think of is to (assuming he's reachable) contact the creator of that plugin and let him know that you can't force actors to gain MP via the formula box when using dual wielded attacks.
I will do that.
But to my question again is there a script call for replace attack might have to use it in the future!
Thank you again
Your
Afaryz -
Nope, like I said, the attack replacement happens as part of the function that builds the actor command window. You could try manipulating it dynamically via states though. (not tested however)
if (someCondition) actor.addState(replaceAttackStateHere) -
Nope, like I said, the attack replacement happens as part of the function that builds the actor command window. You could try manipulating it dynamically via states though. (not tested however)
if (someCondition) actor.addState(replaceAttackStateHere)
State sounds like a Good work around! Thank you again for fast replies and good coding tho :)
Regards -
Just a quick update, AES_BattleCore has been updated to 1.91 and now features the ability to add individual skills to an actor's command window.
Single Skill Command - Preview
Edit: Quick note, turns out the single skill command functionality in 1.9 was having issues with Yanfly's selection control plugin, as it was forcing single or multiple select abilities target all party members. This has been fixed in the latest version: 1.91 -
Hey there,
I really love your plugins and I use nearly all of them! And I really like the Auto Save, that you rename it, but is it possible that the player can't even overwrite it? So he starts with file 1 and the autosave is just for safety?
However, cool plugins and go on with those!
regards Afaryz -
This is actually on my to-do list, however I'm realizing that I'll probably need to split autosave off from the main plugin if I do so, since it's going to want to be below Yanfly's save core plugin due to the need to override certain things that plugin does in order to make use of its load/save/delete buttons properly.
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Hi!
So yeah, introducing AES_Autosave:
Now you can lock down slot 1 (the autosave slot) to prevent the player from saving over it (or deleting it if using YEP_SaveCore) manually.
Due to needing to be placed below YEP_SaveCore (if you're using it) for autosave slot locking to work properly, the autosave feature from AES_Core has been split off and is now its own plugin. If you use AES_Core and the new AES_Autosave, you'll need to make sure AES_Core is updated to v2.6 or above so that both plugins don't try to use the AutoSave command.
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Other news:
I also fixed a rather absurd bug with the single skill command functionality in AES_BattleCore that made the whole thing go full potato. Not sure how this slipped by me...maybe I was tired? Note that at some point, I may split the command control portion off into its own plugin, just like I did with autosaving. I'm starting to see the folly of big frankenplugins. ^^
Finally, AES_Core (v2.6+) now uses case-insensitive plugin commands, and going forward, all of my plugins will work this way to make things easier on developers.
Please let me know if any issues arise. -
It's been awhile, so I added some things:
- All the "command control" functions in AES_BattleCore are now in a new plugin, AES_CommandControl.
- AES_CommandControl further expands upon the enabling/disabling of Attack/Guard/Item by allowing them to be switched on/off on a per-character basis
- The <Replace Attack: n> note tag can now also have optional conditionals, such as only replacing the attack if HP is below a certain amount, if the actor is afflicted by poison, etc: <Replace Attack: 25, user.isStateAffected(70)> for example
- Can create zone-specific battle effects (periodic damage, state applications, etc) that will happen in every battle in a given zone.
- Add additional death states to your game. Any combination of, say, Death, Petrify, Zombie, etc across all party members can mean a game over now.
- Customizing the battle log window (opacity, color) was a feature that somehow got swallowed into the abyss and never went live. It's here now for real.
- Likewise, another swallowed-up feature was a thing to allow certain skills to hide their initial attack combat log text. This is best used with YEP_BattleEngineCore) so things like basic attack are just a basic attack.
- --reserved for if I missed anything, because I probably did--
- AES_Core: 2.7
- AES_BattleCore: 2.01
- AES_CustomMP: 1.6
- AES_CommandControl: 1.0
- AES_RaceCore: n/a
- AES_Autosave: n/a
...I just know I'm forgetting something. I'm an airhead. :( -
The shop patch is incompatible with NPC Dialogue shop and causes some problems with it's format. Specifically, making a box have no contents.
(https://forums.rpgmakerweb.com/index.php?threads/npc-dialogue-shop.101108) -
Thanks for the heads up, although it looks like we're both replacing Window_ShopStatus.prototype.drawPossession so that's the likely culprit. You could *try* replacing the following line (523) in their plugin:The shop patch is incompatible with NPC Dialogue shop and causes some problems with it's format. Specifically, making a box have no contents.
(https://forums.rpgmakerweb.com/index.php?threads/npc-dialogue-shop.101108)
Code:this._possessionWindow.drawText($gameParty.numItems(this._item), x, y, width, 'right');
with this:
Code:this._possessionWindow.drawText($gameParty.numItems(this._item, true), x, y, width, 'right');
For order, put their plugin below mine (so their version of Window_ShopStatus.prototype.drawPossession is the one that gets used) and it should work. Maybe. Cross your fingers. -
yes, it does work, thank you!
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So after feeling a bit frustrated with the current enemy gauge plugins out there (at least that I could find) I made my own, and think it turned out good enough to share. (See main post for github repo link)

Specifically, this plugin can show enemy hp, mp, tp, atb (if using Yanfly's atb plugin*) etc. It also has the ability to display custom resource stats added by other plugins. I made this in such a way that a developer can choose which stats to display baseline, or even hide specific/all gauge displays on a per-foe basis. They're also pretty customizable, and can be as fat, skinny, long, short, and spaced apart/scrunched up as you want.
* If other ATB plugins are popular enough and there's demand, I might add compatibility for them, too. Also note, if you use Yanfly's enemy ATB gauge plugin, I'm going to recommend dropping it and using this one instead. While I have a lot of respect for Yanfly, part of why I made this was because his enemy ATB gauge plugin was a bit heavy on the resource consumption. -
So after feeling a bit frustrated with the current enemy gauge plugins out there (at least that I could find) I made my own, and think it turned out good enough to share. (See main post for github repo link)

Specifically, this plugin can show enemy hp, mp, tp, atb (if using Yanfly's atb plugin*) etc. It also has the ability to display custom resource stats added by other plugins. I made this in such a way that a developer can choose which stats to display baseline, or even hide specific/all gauge displays on a per-foe basis. They're also pretty customizable, and can be as fat, skinny, long, short, and spaced apart/scrunched up as you want.
* If other ATB plugins are popular enough and there's demand, I might add compatibility for them, too. Also note, if you use Yanfly's enemy ATB gauge plugin, I'm going to recommend dropping it and using this one instead. While I have a lot of respect for Yanfly, part of why I made this was because his enemy ATB gauge plugin was a bit heavy on the resource consumption.
Does this replace the HP gauge that Yanfly uses?
Also, I like it, its nice. I wonder if maybe it could be used for side view characters too as well as enemies. -
Yeah, it's meant to be a general-purpose, stand-alone enemy gauge. As for working with sv player characters, I didn't really think that was something people would use, however (with some extra settings) it wouldn't be too hard to add.Does this replace the HP gauge that Yanfly uses?
Also, I like it, its nice. I wonder if maybe it could be used for side view characters too as well as enemies. -
Yeah, it's meant to be a general-purpose, stand-alone enemy gauge. As for working with sv player characters, I didn't really think that was something people would use, however (with some extra settings) it wouldn't be too hard to add.
Ok. Only reason is because having it on the bottom is ok, but I think the aesthetics of it being under the character would be awesome.
So this means I can remove Yanfly HP Gauges then? -
The enemy HP gauge? Yeah. They're both doing the same thing (showing enemy hp) and since both create a new window per enemy to display the gauges, and since windows constantly fire a per-frame update function that can be a bottleneck, the fewer of these you have running, the better.Ok. Only reason is because having it on the bottom is ok, but I think the aesthetics of it being under the character would be awesome.
So this means I can remove Yanfly HP Gauges then? -
I meant to post this sooner, but I didn't want to violate the <24 hour bump rule (again) and then I kind of...forgot.
Anyway, AES_EnemyGauge has been renamed to AES_BattlerGauge, since it can be applied to actors as well as enemies now. I added a few more things to it, too:
- Now properly displays custom MP colors if using AES_CustomMP v1.7 or later
- Gauges for actors, enemies, and boss enemies can be set to different sizes (see image below)
- Y offset properly works now~ (oops)

Of course, now I'm seeing why I initially didn't want to enable gauges for players. They cover up parts of the actor graphics unless you custom-position your actors. - Now properly displays custom MP colors if using AES_CustomMP v1.7 or later
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I meant to post this sooner, but I didn't want to violate the <24 hour bump rule (again) and then I kind of...forgot.
Anyway, AES_EnemyGauge has been renamed to AES_BattlerGauge, since it can be applied to actors as well as enemies now. I added a few more things to it, too:
- Now properly displays custom MP colors if using AES_CustomMP v1.7 or later
- Gauges for actors, enemies, and boss enemies can be set to different sizes (see image below)
- Y offset properly works now~ (oops)

Of course, now I'm seeing why I initially didn't want to enable gauges for players. They cover up parts of the actor graphics unless you custom-position your actors.
Cool. I see why its not a good idea as well now. XD Oh well. Its there now. Beggars cant be choosers. - Now properly displays custom MP colors if using AES_CustomMP v1.7 or later
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Just a quick note that AES_BattlerGauge has been updated to 1.3 in order to fix a somewhat-obscure bug that can result in a crash if fleeing a battle while an enemy is charging a skill when using the ATB gauge. As such, updating to 1.3 is highly recommended for stability reasons.