Hi yanfly, I have a tiny question.
Could we modify 'lukEffectRate' at Special Params plugin in the future?
Sure.
At the beginning of the battle my actors get:
<Custom Battle Effect>
user._paramPartyGauge = 1;
</Custom Battle Effect>
In the middle of the battle actors boost that param:
user._paramPartyGauge *= 1.5;
And i change Heal HP Damage formula:
Math.floor((-5 * damage / target.mhp).clamp(3, 5) * user._paramPartyGauge)
And when i try to heal i got:
TypeError: Cannot read property '_paramPartyGauge' of undefined
at Game_Party.eval (eval at <anonymous> (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_X_PartyLimitGauge.js:1135:22), <anonymous>:1:57)
at Game_Party.Game_Unit.processPartyLimitGaugeEval (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_X_PartyLimitGauge.js:1135:17)
at Game_Action.executeHpDamage (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_X_PartyLimitGauge.js:938:28)
at Game_Action.executeHpDamage (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_EnhancedTP.js:3140:44)
at Game_Action.executeHpDamage (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_X_BattleStatistics.js:306:47)
at Game_Action.executeDamage (file:///C:/Users/Me/Desktop/Game/js/rpg_objects.js:1739:14)
at Game_Action.executeDamage (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_BuffsStatesCore.js:1463:42)
at Game_Action.executeDamage (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_SkillCore.js:994:44)
at Game_Action.apply (file:///C:/Users/Me/Desktop/Game/js/rpg_objects.js:1657:18)
at Game_Action.apply (file:///C:/Users/Me/Desktop/Game/js/plugins/YEP_BattleEngineCore.js:2888:34)
Edit: I tried Math.floor((-5 * damage / target.mhp).clamp(3, 5) * user.elementRate(15)) but same result.
So, it is possible to boost PartyGauge value gain from actions?
For Lunatic Mode effects, you're using your own code, I would suggest going to
http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/ to ask. This thread, for now, is to support the code that I've provided.
Hello Yanfly,
First off, Thank you very much for this hard work in our Plugins.
You bring the RPG Maker Games in ah whole new era for all of us
About your Plugins, when is the Clickable Picture Plugin ready ? I know there is someone, who created it, but i want to use only Yanfly Products in my Game ^^.
Because i only wait for this awesome thing to create my Character Screens and Evented Titlescreen.
I have Picture Common Events on the plugin polls. So far, it hasn't won. When it does, I'll be getting to it. At the moment, the polls are there for users to decide what I should prioritize making. If you would like to see it come out, I would suggest you vote for it on the plugin polls the next time they come around.
:)
Thanks. I have a question if dont mind:
In Extra parameters formula you explain how Hit Rate and Evasion behave with 2 separate checks. My quest is: Its possible to chance this behavior using lunatics to:
Attacker Hit - Defender Hit = Single hit/miss check
Tyvm ^^
It's because they're two separate checks that you wouldn't be able to get the value of the defender. :/ The whole system would have to be revamped.
Yanfly, I have a little problem with "anchoring" my sprites : since it is an actor notetag, when I change my battler graphics (using your class change system), the shadow is not always well positioned. If the anchor notetag could be in the class notebox and not in the actor"s notebox, there would be no problem.
Would it be possible to add a class "anchor position" notetag in the battle engine core ?
When my "beef' becomes a "dragon" (aekashics animated battlers), the shadow is completely off, and I don't want to suppress all shadows from my game either (it feels strange).
Thanks in advance for your answer, whatever it might be.
Can you provide a screenshot of what you mean?
I've got a question concerning your Victory Aftermath Plugin, Yanfly. Are you planning on adding the actor quotes feature like in the Ace Version? It would really enhance the gameplay by making the actors more unique and strenghtening their characters.
I'm unsure if I'm going to be adding them in. In VX and Ace, this has been the feature people complained about the most, which was why I removed it in the first place. :/