Thanks Yanfly, you put out so much amazing content that really enhances peoples' games! Small bug from the EquipRestrictions plug in:
Plugin Name: YEP_X_EquipRequirements.js
How to Replicate Bug: Set an Actor's Initial Equipment to include a piece of equipment for which he does not meet the minimum requirements, plus some other gear that he can equip. When you start a new game, none of that character's gear (not just the restricted piece) will be equipped or anywhere in the inventory.
If that's the case, give him a different piece of gear or remove the requirement on the starting equipment. Why are you making the actor start off with gear that it can't equip anyway...?
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^_^ we should make a board specificly for lunatic mode questions..... and the original post could explain what exactly lunatic mode is..... that way people actually understand lunatic mode could help answer questions.....
anyways that tick regan is gonna be a huge asset... but how does it effect those who have a natural regan..... can we change the interval so as to avoid stuff like full restore before the enemy/player has a chance to finish off the target?
also its suppose to go under buffs and states core correct? not battle system CTB like it shows in the reccomended order page?
The answer to your question is already explained inside of the help file:
This plugin requires YEP_BattleEngineCore.js and YEP_BuffsStatesCore.js. Make sure this plugin is located under both of the listed plugins in the plugin list.
For those running a Tick-Based Battle System with the Battle Engine Core (ie. Active Turn Battle or Charge Turn Battle), this will automatically set your states for Turn End timings to use a Time Based system, but in turn, causes regeneration effects to occur individually.
This means that if Harold receives Low Healing Regen, then 50 ticks later, receives High Healing Regen, Harold does not regenerate HP at the same time. Instead, he will regenerate individually for both Low Healing Regen and High Healing Regen.
For states that do not function off a Turn End system but still utilize regeneration effects, those effects will also work off a tick-based manner.
Lunatic Mode Regenerate effects from the Buffs & States Core plugin will also function off of a periodic timed system as opposed to a regular per actor turn system.
If a state has been reapplied, the regeneration counter will also be reset as to synchronize with the state’s turn counter.
If a battler has passive states, that battler’s regeneration effects will reset at the start of each battle and clear itself at the end of battle. For example, if the amount of time you’ve set in the Battle Engine Core for the states to tick down is 100, at the start of battle, all passive states will be reset to 100 and must reach 0 before the regeneration effects trigger.
This also goes under Battle Engine Core. It doesn't matter where underneath it as long as it's underneath it.