It depends on what exactly you've done - how did you "dye" the screen?
JavaScript questions that don't deserve their own thread
● ARCHIVED · READ-ONLY
-
-
Control Variables > Game Data > Party Member #1's Actor Id
will put the leader's actor id into a variable, then you just use the variable in the conditional branch.
Don't need to do any scripting for this at all :)
Oh gosh, thanks!! I didn't even know about that function. xD -
-
The english name is tint screen, not dye - and in this case, it has nothing to do with javascript as that is an event command. Unless you use a script command, this is the wrong place to ask.
You have several mistakes in that event (especially that you never turned off the parallel process, forcing the game to use the tint command sixty times per second)
And there are several ways to remove that before a battle, but that depends on how you start your battles: evented or from random table.
Please make a new topic in MV support, providing the screenshots again there, include the info on your battles and asking how to solve it - that will be a better place to get the answer. -
"Please make a new topic in MV support, providing the screenshots again there, include the info on your battles and asking how to solve it - that will be a better place to get the answer."
Ok, sorry for that.
Anyways, thanks for help! :D -
Thank you @Shaz ! i fix that!
I have another question now :)
Here's a way to set the effect "Blur" for everything on the screen, but not the pictures?
Best! -
Greetings I hope someone here can help me!
I have zero Javascript knowledge but I need some help with yanflys battle AI plugin.
I need to use an eval for a certain effect I want and that means Javascript.
Its these two thing that I need to know:
1. How do I check if the USER has a certain state? ( not actor, not enemy)
2. How do I check if the USER has only a certain amount of HP left, lets say 20% ? -
Greetings I hope someone here can help me!
I have zero Javascript knowledge but I need some help with yanflys battle AI plugin.
I need to use an eval for a certain effect I want and that means Javascript.
Its these two thing that I need to know:
1. How do I check if the USER has a certain state? ( not actor, not enemy)
2. How do I check if the USER has only a certain amount of HP left, lets say 20% ?
1. if (user.isStateAffected(stateId){
code
}
2. if (user.hp <= 0.2 * user.mhp){
code
} -
@Gubump Thank you ^^
-
I skipped the title screen and went directly to the map. Now, I made a script call that returns me to the title after that. I made the the backsprite1 as a new Spriteset_Map, as follows:
Scene_Title.prototype.createBackground = function() {
this._backSprite1 = new Spriteset_Map();
this._backSprite2 = new Sprite(ImageManager.loadTitle2($dataSystem.title2Name));
this.addChild(this._backSprite1);
this.addChild(this._backSprite2);
};
That means it should snap the previous map look as my title's background. My problem is this. when I do update on the update function of the title screen, the parallax I added on the map awhile ago before my transfer to the title screen that's moving, is not moving in the title screen. Any solutions? -
I'm using most of Yanfly's plugins for my project, I've been a big fan of Yanfly's work for quite some time. So if it's produced by Yanfly, just assume that I have that plugin handy. This question is more about the theory of improving one skill directly with the Skill Learn system and Passive Effects. Or even indirectly, really. What I could possibly be forgetting I could do to implement it. Or to determine if it isn't possible. I'm normally a fan of trying to figure it out myself, but this continues to elude me for some reason.
To be more specific, I'm looking at a 'Taunt' skill for my Warrior class. Taunt simply increases the Warrior's Target Rate (Sp-Parameter). There are three passive skills that can be learned that add on to Taunt like so:
Initial Skill: Taunt
Upgrades that can be Learned:
+ Cooldown Reduction, -1 Turn (This works easily with a Passive State with a '<Skill x Cooldown: -y>' notetag tied to it).
+ Increased Duration, +2 Turns
+ Additional DEF Debuff (vs. Enemies that fail to resist, I'm 'attempting' to do this with an elaborate Common Event).
Now, the first upgrade works like a charm without having to replace the skill itself. The only problem is I can't think of a way to "tack on" the other two effects when they are learned. I have some theories brewing on how I could work-around it, but... two heads are better than one. I feel like this could be easier than I'm making it. It's possible that there could be some notetags or lunatic mode functions that I could be completely forgetting about. Thanks for reading, at least. If I happen to figure out how to pull this off, I'll mention how. If someone figures out a less complicated way than my methods, then again... Thanks!
;) -
I'm using most of Yanfly's plugins for my project, I've been a big fan of Yanfly's work for quite some time. So if it's produced by Yanfly, just assume that I have that plugin handy. This question is more about the theory of improving one skill directly with the Skill Learn system and Passive Effects. Or even indirectly, really. What I could possibly be forgetting I could do to implement it. Or to determine if it isn't possible. I'm normally a fan of trying to figure it out myself, but this continues to elude me for some reason.
To be more specific, I'm looking at a 'Taunt' skill for my Warrior class. Taunt simply increases the Warrior's Target Rate (Sp-Parameter). There are three passive skills that can be learned that add on to Taunt like so:
Initial Skill: Taunt
Upgrades that can be Learned:
+ Cooldown Reduction, -1 Turn (This works easily with a Passive State with a '<Skill x Cooldown: -y>' notetag tied to it).
+ Increased Duration, +2 Turns
+ Additional DEF Debuff (vs. Enemies that fail to resist, I'm 'attempting' to do this with an elaborate Common Event).
Now, the first upgrade works like a charm without having to replace the skill itself. The only problem is I can't think of a way to "tack on" the other two effects when they are learned. I have some theories brewing on how I could work-around it, but... two heads are better than one. I feel like this could be easier than I'm making it. It's possible that there could be some notetags or lunatic mode functions that I could be completely forgetting about. Thanks for reading, at least. If I happen to figure out how to pull this off, I'll mention how. If someone figures out a less complicated way than my methods, then again... Thanks!
;)
You can use a custom apply effect to swap the state applied with one that last 2 turns longer.
<Custom Apply Effect>
if user.isStateAffected(x) { //from a passive state from the learned skill
user.removeState(y) //remove the normal version of the state
user.addState(z) //add the extended version of the same state
}
</Custom Apply Effect>
You could also probably use the custom apply effect to add the other state to the enemies as well, using Math to make up some random variables to see if the targets are individually affected or not. I'm not sure how that would be scripted, mind you.
edit: user might not work. target or b might work instead. -
I have a few ways I'm thinking on the third, but that might work. Simply adding (or 'appearing to add') the other effects was the biggest head-scratcher for me. I appreciate it! I'll definitely give that a shot. Thanks, ramza! :D
-
Please ask for support for Yanfly's plugins in Yanfly's plugin thread. This thread is for questions UNrelated to plugins.
-
I have a question and I don't want to create a thread about it. I was wondering what controls stat calculation and display. I am using custom stats and Yanfly's Base Parameters plugin to calculate Attack, Defense and such. The problem is, when I change equipment in my game, it doesn't show what those values will change to. It always just shows NaN. Would this be because of the custom stats plugin I'm using, which is Bobstah's Custom Stats, or is it something else? And can I fix it? It is obviously very game breaking if you can't see how a piece of equipment will change your stats before you equip it. I greatly appreciate any help or ideas.
-
How do I center the battle help text?
-
How could I make the battle messages last longer? Or how could I make them wait for player input before displaying the next one?
-
I've been having a conundrum for the past few days in regards with Yanfly's Item Core and AltMenuScreen3 which I think I may have found "problem" code with.
In Yanfly's Item Core plugin, there's this code:
Window_ItemInfo.prototype.drawDarkRect = function(dx, dy, dw, dh) {
var color = this.gaugeBackColor();
this.changePaintOpacity(false);
this.contents.fillRect(dx + 1, dy + 1, dw - 2, dh - 2, color);
this.changePaintOpacity(true);
};
Which is, I'm guessing, what's drawing the square and the rectangles in the item info (with the gaugeBackColor drawing from the Yanfly Core plugin) as shown in the picture below:

Now, I figure I could--probably--remove those boxes/rectangles by aliasing. The trouble is, I can't seem to figure out how to go about doing that. I've already gotten far with getting the item plugin's main windows opacity down to zero but I can't figure out how to create a code that would make those boxes/rectangles transparent. -
Hey guys,
I'm using Yanfly's battle core and I'm trying to create a skill that checks if the actor is dual wielding and if they are I'm having the skill hit again, similar to a normal attack.
The issue I'm running into is if I use user.isDualWielding() it will return true as long as the user has the dual wield trail even if they aren't using a second weapon. I'd like to have the skill hit a second time ONLY if the user does have two weapons equipped.
Any help would be greatly appreciated! -
Hey guys,
I'm using Yanfly's battle core and I'm trying to create a skill that checks if the actor is dual wielding and if they are I'm having the skill hit again, similar to a normal attack.
The issue I'm running into is if I use user.isDualWielding() it will return true as long as the user has the dual wield trail even if they aren't using a second weapon. I'd like to have the skill hit a second time ONLY if the user does have two weapons equipped.
Any help would be greatly appreciated!
user.weapons()[1] returns true if a weapon is equipped in that slot.