In regards to the Life Steal plug in, is it possible to have it return an aoe effect? For example, I hit an enemy with the Drain Fu Skill for 100 damage, and all members of the party would receive 10 HP back, but only in conjunction with that skill.
No. The Life Steal effect is for only the attacker.
LOVE the life steal plugin! I can finally make a working Lancet Skill!
I did try it, and it works beautifully, except that the healing damage pop up isn't shown.
Any ideas on that? I am using your battle core and 3 action packs.
Turn off all your non-Yanfly plugins and see if that fixes it. Also make sure your plugins are in the same order as listed here:
http://yanfly.moe/yep/
While I've seen this myself, I see it even with no plugins at all, so it's not Yanfly's fault. If I had to venture a guess, I would say it's probably because of the black outlines around the letters.
Though, actually, Message Core can... "fix?" it. Use the \ow[#] command to reduce the outline - the default is 4. There's no universal setting for that, though, and it will only work in text blocks where escape codes work. (That's actually not a bad feature idea, though.)
I can add something like that in the future.
:)
@Yanfly
But thank you for trying to help! I found a way to counter what was happening with another plugin. Very strange that it works now because of another animated side view plugin but it is working. You're still the best in my book Yanfly! My game is mostly comprised of Yanfly plugins! <3
Glad you found an alternative!
It seems I found an interesting phenomenon regarding passive states.
I created a passive state with a condition that another actor must be in the party to activate. Below is what the state looks like.
The code itself is working, but here's the weird thing...
If I use the Formation command in a battle to add the required party member, the passive doesn't kick in until the one who has the passive executes an action. In this screenshot, Celesta has the passive, and Edward is the member she needs for the passive to kick in.
Also, the opposite is true. In this case, if I remove Edward in battle using the Formation command, the passive won't deactivate until an action is taken.
This isn't so much a bug as it is a cache problem since without caching, the game will run ridiculously slow with the checks in place. It only clears check whenever a battler is refreshed. I can include a mass refresh since I do see this as a problem.
How i can do this, because when i use this:
item.durMax -= 10;
$gameMessage.add(item.durMax + '');
gameMessage show changed value but in the item window still is the old maximum value
Actually, my bad. You cannot change max durability since the values are based off of the base item instead.