Oh, I remember that one! Thanks for that, now I need to go off and use that notetag with roughly 600 weapons and armour...
Well, at least I can do that!
Man, that plugin you showed not too long ago looks awesome, I'm excited for this!
There are so many things that can be done with Lunatic Mode, I'm so glad it's there in the plugins!
Lunatic Mode... Where did that name even come from? Are we all lunatics for using code to make our skills more unique? :p
Lunatic Mode was something that started off as an inside joke since VX. In VX, I used to label the difficulty of usage for my scripts by Easy, Normal, Hard. Then came the idea of using code within noteboxes and notetags and I labeled that as Lunatic Mode as a reference to Touhou game difficulties. Somehow, that caught on by the community and the community members started calling things Lunatic Mode on their own. Ever since then, I just kinda went with it.
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Not a bug, but is there any way to have a conditional "custom cost display" that changes depending upon a variable?
For example, if an actor needs to be below 50% HP before they can use an ability, I'd like the cost to appear as "<50% HP" when the user is above 50% HP (and grayed out, but I can handle that), but have it change to "30MP" once they meet the HP% requirement.
And if there's a better place for Yanfly engine questions, I'll post this there instead. :)
That's something you'll have to achieve using Lunatic Mode with the <Cost Display Eval> notetag.
* Skill Notetags:
*
* <Cost Display Eval>
* var variableId = 1;
* var value = 1000;
* $gameVariables.setValue(variableId, value);
* </Cost Display Eval>
* This notetag runs an eval before displaying the skill's cost. This is so
* you can set up variables and whatnot for your skill cost display text.
*
* <Custom Cost Display>
* \c[4]\v[1]\c[0] Gold
* </Custom Cost Display>
* This is the custom text displayed before the rest of the skill costs. You
* can use text codes with this notetag.
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Does showing state related messages when a state is applied inside an action sequence actually work? I.e. writing an action sequence like this:
Code:<setup action>
add state 4: target, show
</setup action>
It adds the state, but it doesn't show the state related message like it should. I have already turned state text on in the BattleEngineCore. I have a sample project if you'd like.
For action sequence help, visit this thread: