:D Sorry I forget how specific coder brains become. You're probably like, "But, it's drawn on top of the hp." :p
By under I meant the value of the current hit points being lower than the value of the Barrier Points (BP).
For example:
What happens when my Actor has 100 HP and 100 BP and gets hit by a 100% penetrating attack that deals 50 damage, reducing his HP to 50. Does the Actor still have 100 BP? Or has his new BP total become 50 with the HP. The drawing of the bar makes it look like the Actor has less BP than even the remaining HP (puts it at like three quarters of the bar, making it look like the Actor now has around 35 BP instead, even though the actor took no BP damage).
The way the bar is drawn is, if Current HP + BP > MaxHP, then the bar is drawn (HP + BP) / (MaxHP + BP). If not, it is drawn (HP + BP) / MaxHP. As that makes the most sense to me. Drawing barrier points on top of HP would just cover up the HP bar, which doesn't make much visual and design sense to me. However, if this is a feature for your game, I suggest you ask here.
http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/
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hmm i think this might of been asked....
but do i need to use lunatic mode in the note tags to make melee weapons only able to target enemies in the "first front row with alive enemies" with target core (i under stand that the weapon has to set a new skill instead of attack)
It's been asked and answered here:
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Maybe bug with target core :
it seems that my action sequences that have many "action effect" in the notes do not work when I use a target core tag (like <Target: x Random Foes>).
What happens is that the first "action effect" does apply damage but the following action effects do not.
I've tried to modify the skill's tags in many ways but I can't get more than one action effect by sequence to work. (My skill does work with no target core tags)
For help with action sequences, you can ask it here:
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Is there anyway to setup Targetcore to allow party members to attack each other with normal attack or use healing items on enemies?
Download Yami's Invert Target. It's a part of the official MV Wednesday Updates.
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Hi,
i make a skill that heal target for X and other allies by X/2
to do that i use:
<Custom Target Eval>
var item = this.item();
item._decreasePowerTimes = 1;
for (var i=0;i<$gameParty.aliveMembers().length;i++)
targets.push($gameParty.aliveMembers());
</Custom Target Eval>
<Post-Damage Eval>
if(item._decreasePowerTimes > 0){ //this makes the value/2 happens once
value = Math.round(value / 2);
item._decreasePowerTimes -= 1;
$gameMessage.add(value+''); //it really halves the value
}
</Post-Damage Eval>
but all healed allies was heal for full value
It is a bug or Target Core Plugin should that works?
Post-Damage means after damage/healing has been dealt.
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Found another bug:
Bug: If an actor affected by a state X equip something/change class/learn a skill who add a passive state trait for the same state X, their effects will stack.
Plugin Name: Auto Passive States
Error Message: None
How to Replicate Bug: Create a new project with only the Auto Passive States in, edit a troop event to add the state poison to Harold at the begining of the battle. After some turns, make him equip something who confers the state poison as passive trait (don't forget to give this something to the party right before). Harold will suffer dubble damage from the poison. Same problem if Harold learns a skill or change class.
I'll get this taken a look at.