Kind of back for now. Still not 100% yet. Anyway, I'll answer some questions now.
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Hey, I had an idea. Is there a way that you get more JP for the actor doing the "last hit" and causing the enemy to die? Meaning that whoever actually would kill the monster, would get a small JP (and possibly gold and exp?) bonus.
Being that you're fan of LOL, last hitting is pretty much a thing in modern RPGs and MOBA's which is to ensure that if you want to farm exp and gold, you can't just play passive but also have to partake or alterantively, help a character farm by letting your healer bonk them on the head with a staff just as they're about to die. It also discourages the player to just play passive with healers and take some risks too, for more rewards.
Either way, this is a mechanic that I think could be really cool for developers to be able to use in their projects.
From the front page of this thread:
THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!
This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests,
visit the proper subforum for it; this thread is not the place to do so.
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hey yanfly, any plugin for follow up skill for rmmv?
From the front page of this thread:
THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!
This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests,
visit the proper subforum for it; this thread is not the place to do so.
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suggestion for the save core:
can you make a way to have a different background when you open the save menu?
Just a suggestion that could be good.
it kinda looks awkward and odd if the menu background with the game logo is see thru with the window on the game menu.
From the front page of this thread:
THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!
This thread is NOT a request thread. Requests include new plugins, new features for existing plugins, and features that you personally think should exist but currently do not. If you want requests,
visit the proper subforum for it; this thread is not the place to do so.
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I don't know if anyone else has run in to this, but there seems to be a conflict between the damage core plugin and the selection control plugin, at least on my end.
For some reason The <disperse damage> tag wouldn't actually split the damage, I discovered it was the damage core plugin that was causing the problem, I disabled the damage core plugin and the damage dispersal works fine now, but I still wonder why it's happening. Is anyone else using both the Damage Core and Selection Control plugins that has ran into this problem?
From the front page of this thread:
ALL bug reports MUST follow these guidelines and use this template:
Plugin Name: (What is the name of the plugin?)
Bug Explanation: (What is the bug in your own words? Keep this detailed. "It isn't working right" is not a valid bug report.)
Error Report: (If you received an error message, press F8 when the message is received to open up the debug console, then copy/paste the entire error log and paste it here).
Exact Steps on How to Replicate Bug: (Write out IN DETAIL, a step-by-step guide on how to replicate the bug.)
Sample Project (REQUIRED): A sample project MUST be attached to the bug report. All steps MUST be followed. If a single step is ignored, the bug report is invalid and I will move on to the next bug report.
Follow these Instructions. All steps
MUST be followed or I will require you to redo it.
1. Download all the newest updates of the plugin.
2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project. If I do not see an empty project with Harold, Therese, Marsha, and Lucius, I will not look any further.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.6. Make sure they're in the EXACT order listed on
http://yanfly.moe/yep/. The ordering of plugins is important.
7. Recreate the error in the sample project. MAKE SURE you are using notetags in the right place and haven't misspelled anything.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.9. Do -NOT- deploy the project through File > Deployment. Upload the project online to a website like MediaFire.com or or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc. If I am time-gated from downloading the project, I will ask you to reupload it to somewhere else.
10. Post the link here and I'll take a look at it.
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Yahallo,
First, excuse my english if if I make spelling mistakes.
First (second part), Thanks you so much for your plugin and I love your works.
Well, I have a problem with the pluggin
Save Core.
It's not a bug but a request for this plugin.
In fact, I use a plugin to skip the title screen, I have a personal title screen now but I can't call your pluggin to load my file, or I don't know how doing this.
Actually, I use this code to load my file, but with the plugin
Save Core I have a error message.
SceneManager.push(Scene_load);
My request is simple, can you add the possibilitie to call your pluggin for makers withs original title screen?
If it's already possible, can you tell me how to do?
Thank you in advance for your answer and good continuation. ^^
View attachment 39123
General JavaScript questions go to its own forum:
http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/
This forum is strictly for my plugins alone.
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yep.38 Has a insane lag betwen turns
This is because your average AGI is too low. Adjust the plugin parameters to make the plugin fit your game's settings.
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I have a question about CTB (possibly bug? I'm not sure). Say I have just one actor vs. one enemy, and the actor is sufficently fast enough to have 2 turns for every 1 the enemy has. In battle, this is just shown as still the two icons (one for the actor, one for the enemy), so the turn order display is misleading, as it doesn't change after the actor's first action. Is this a bug? Or is it only able to show a single icon per actor/enemy in a battle? If so, is there a way I can get it to show multiples per actor/enemy, or more turns in advance?
Not a bug. This is one of the selling points about CTB. If battlers are fast enough, they can have multiple turns before opponents can have one.