really there is no max o_O always thought it maxed at 255 for some reason....
Nope. That's just the regular 8-bit max. In JavaScript, the safest Integer max is 9,007,199,254,740,991, but even you can go beyond that without problem. :p
Hi Yanlfy-san I'm having a problem, that only began appearing after your latelest update on the folloing plug-in
Plug-In: Battle Engine Core. (before updating the skills were working)
Spoiler
TypeError: undefined is not a function
at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:3149:29)
at Game_Actor.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_objects.js:4051:44)
at Window_BattleLog.displayActionResults (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:4612:33)
at Function.BattleManager.invokeNormalAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_managers.js:2182:21)
at Function.BattleManager.invokeAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1645:14)
at Function.<anonymous> (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2218:14)
at Array.forEach (native)
at Function.BattleManager.actionActionEffect (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2215:13)
at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1844:19)
at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_X_ActSeqPack1.js:861:58)
Now how did it happen, I was testing for fun, the skill is supposed to inflict the enemy, with state 1 (death) and has like a 40% chance of doing it, just that and like I said above the skills were working before the last 2 updates i think as I installed both nearly simultaniusly.Also I test it in the same project with the Battle Engine Core disabled and everything went working like it was supposed to.
Woah... That seems like a serious issue if 4 people report it in row (the four people above)
I think I sorta know how it broke! I remember a mention of immortal tags being changed or something in one of the recent plugin updates, could that be it?
Hi Yanlfy-san I'm having a problem, that only began appearing after your latelest update on the folloing plug-in
Plug-In: Battle Engine Core. (before updating the skills were working)
Spoiler
TypeError: undefined is not a function
at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:3149:29)
at Game_Actor.performCollapse (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_objects.js:4051:44)
at Window_BattleLog.displayActionResults (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:4612:33)
at Function.BattleManager.invokeNormalAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/rpg_managers.js:2182:21)
at Function.BattleManager.invokeAction (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1645:14)
at Function.<anonymous> (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2218:14)
at Array.forEach (native)
at Function.BattleManager.actionActionEffect (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:2215:13)
at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_BattleEngineCore.js:1844:19)
at Function.BattleManager.processActionSequence (file:///C:/Users/Administrador/Documents/Games/DEX%20-%20Demonic%20Extension%20Program/js/plugins/YEP_X_ActSeqPack1.js:861:58)
Now how did it happen, I was testing for fun, the skill is supposed to inflict the enemy, with state 1 (death) and has like a 40% chance of doing it, just that and like I said above the skills were working before the last 2 updates i think as I installed both nearly simultaniusly.Also I test it in the same project with the Battle Engine Core disabled and everything went working like it was supposed to.
Thank you for you time.
Alright, this should get it fixed. I really ought to not do bug fixes when I'm terribly tired. x_x
The Absorption Barrier is a new mechanic added for battle. Barrier Points, a new type of stat, provide a layer of protection for battlers. Any direct damage that would normally be done to HP would be dealt to the battler's Barrier Points first, mitigating any real damage dealt to the battler. Any remaining damage is then dealt to the battler.
I know I'm kinda late on the Row formation thing, but how can I make it so that certain weapons can attack from and to different rows? For example, the attack option only works for the first row, but when using Bows and crossbows, I want the player to be able to attack from the second row as well. I was unable to find the note tags necessary.
Hey Yanfly, do you think you could make it so that, through the use of a notetag maybe, after the barrier is broken, a battler won't take the remaining damage from the attack/combo?
It is possible to add barrier with YEP.12 – Item Upgrade Slots?
This one's easy, you only need to have the upgrading item (scroll or whatever) grant a passive state (if you use AutoPassiveStates) that grants the barrier.
82/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
194/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
132/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 288
45/C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:1215 64
rpg_managers.js:1618 TypeError: undefined is not a function
at Game_Actor.Game_Battler.performCollapse (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:3149:29)
at Game_Actor.performCollapse (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/rpg_objects.js:4051:44)
at Game_Actor.Game_Battler.removeImmortal (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:3102:45)
at Function.<anonymous> (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:2294:16)
at Array.forEach (native)
at Function.BattleManager.actionImmortal (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:2289:13)
at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_BattleEngineCore.js:1868:19)
at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack1.js:861:58)
at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack2.js:552:58)
at Function.BattleManager.processActionSequence (file:///C:/Users/Usuario/Documents/Games/Spaghetti%20%5Bfixed%5D/js/plugins/YEP_X_ActSeqPack3.js:386:58)rpg_managers.js:1618 SceneManager.catchException
This is the error message I started getting today whenever a character is about to die. I only updated the plugins and I only have Yanfly's plugins intalled, in the correct order and with the latestest update...