VE - Materia System

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Started by Victor Sant 312 posts Page 16 of 16 View original ↗
  1. First, that has nothing to do with the fact that Vicor Engine help section of the plugin says to put it above the materia plugin to work correctly.

    Second it is very much compatable using fossil, as a MZ user who uses materia and had that plugin in it does work.

    The only part that has issues is the switch between enemy and party part (This could be from battlecore but I never tested that) Which either need to be fix by someone who can code well (better than me) or if I remember correctly I just bypassed that so it wouldn't be triggerable. But the ALL feature always worked for me.
  2. Oggy said:
    First, that has nothing to do with the fact that Vicor Engine help section of the plugin says to put it above the materia plugin to work correctly.

    Second it is very much compatable using fossil, as a MZ user who uses materia and had that plugin in it does work.

    The only part that has issues is the switch between enemy and party part (This could be from battlecore but I never tested that) Which either need to be fix by someone who can code well (better than me) or if I remember correctly I just bypassed that so it wouldn't be triggerable. But the ALL feature always worked for me.

    1737745891724.png

    1737745936657.png


    1737745979968.png
    See master, mine gives me a direct error!
  3. Thats weird. Goto line 160 and put // in front of it.
  4. Oggy said:
    Isso é estranho. Vá para a linha 160 e coloque // na frente dela.
    Great, thanks.
    After I commented the code worked!

    Now another question, is it possible to select all enemies automatically without pressing shift?
  5. Hello everyone.
    1) I can't get the Matter command to work with the Yanfly menu.
    The command appears, but if I enter and then exit the Materia System, I have to press the ESC key several times to close the main menu.

    2) Is there a way to make the post battle alert, perhaps with a small window, that an equipped materia has leveled up or learned a new skill like it happened in FF7?
  6. Thorion said:
    Great, thanks.
    After I commented the code worked!

    Now another question, is it possible to select all enemies automatically without pressing shift?
    If the plugin was functioning normaly yes. However, With that fix you are removing the auto scope, which is causing the issue. I never used it for more than manual changing of scope so I didn't do anything more to the okugin myself.
  7. Oggy said:
    Se o plugin estava funcionando normalmente, sim. No entanto, com essa correção, você está removendo o escopo automático, que está causando o problema. Eu nunca o usei para mais fazer essa mudança manual de escopo, então não fiz mais nada no okugin.
    Olá, meu cérebro está fritando, por favor me ajude a ver se configurei corretamente.
    Quero que ele selecione vários alvos automaticamente, mas não está fazendo isso. Por favor, verifique se configurei corretamente!

    Plug-in:
    1737986818062.png
    Arma:
    1737986901880.png

    Matéria:
    1737987040540.png
    1737987084863.png
    Habilidades:
    1737986949777.png
  8. Lionheart_84 said:
    Hello everyone.
    1) I can't get the Matter command to work with the Yanfly menu.
    The command appears, but if I enter and then exit the Materia System, I have to press the ESC key several times to close the main menu.

    2) Is there a way to make the post battle alert, perhaps with a small window, that an equipped materia has leveled up or learned a new skill like it happened in FF7?
  9. I'm trying to call the info of the materia in the first slot in another scenes window. I'm trying to call its level and ap to the next level. But because a materia is not a normal item i am having issues with how to call it. Any help would be appreciated.
  10. How would I go about in the materia setup, so the materia has more than one available skill learned per materia level

    Say at the first level it gives fire 2, ice 2, and bolt 2
    At second level it gives cure 2 and revive etc
  11. The only way I found is by using VE passive states. You would create a dummy skill called whatever the skills you want are. Keep in mind there is a possible length limit and it will be all on the same line. So using your example you could call it cure, revive or cure / revive. Then add a passive state to it that grants cure and revivie.

    One other thing, if it's just level 1 then you can just add the skills via the traits window instead of notetag however it will add them on different lines and won't look the same as the other levels using the passive states approach. So for a uniform look I would say do the passive states for all. It will be more work but it can accomplish what you want.