I already tried that and many other variations to no avail. And you didn't specify how one could sync the buffs/debuffs to personal turns so there's that too.
Change that to false.
Change your guard state to Turn Start.
That's ALL you have to do.
* ============================================================================ * Automatic State Removal Conditions * ============================================================================ * * By default, RPG Maker MV's battle system has automatic state removal under * three different conditions: none, action end, turn end. * * None and Turn End are working as intended. However, Action End, however, had * the states removed at the start of the battler's action rather than the end. * This is changed and updated to occur only at the end of a battler's action. * * Two more automatic conditions are now added: Action Start and Turn Start. * These can be added and implemented using the following notetags: * * State Notetags: * <Action Start: x> * <Action Start: x to y> * This will cause this state to update its turns remaining at the start of * an action. x is the number of turns it will last. If you use x to y, upon * applying the state, the state will be removed a random number of turns * from x to y. * * <Turn Start: x> * <Turn Start: x to y> * This will cause the state to update its turns remaining at the start of a * battle turn. x is the number of turns it will last. If you use x to y, * upon applying the state, the state will be removed a random number of * turns from x to y.Every single bit of detail was specified right there in the help file. You just choose to ignore it. I -STRONGLY- recommend you read through everything if you intend to use my plugins. All the options are there for you to customize. If you don't read through it, it just goes to show that I've only wasted my time in writing out this documentation.
I have replaced all the basic plugins used in my project by the updated plugins I found in the NewData file from the rpgmaker mv steam folder. They are not the good ones?
I cannot answer that. I can't look into your computer and find out for you.
And to prove it, I just created a new project with ONLY the plugin in it and guess what? It's working. The problem is not from my end.
It's working for me and I cannot say why it isn't working for you. Go see the General MV Support forum since you cannot update your files properly.
I downloaded all of the latest plugins (from the zip on your website), and when I went into battle test, I got a "Cannot read property 'width' of undefined" error. I then replaced the 1.25e version with the 1.25b version and it started working again (didn't try 1.25c or 1.25d). I was using frontview.
If you're getting an error, make sure you have all the plugins you're using updated.
If you still get the error, can you press F8 to open up the debug console.
From there, click the Console tab.
Then, can you copy and paste all the error messages you see here?
I have a quick question. When I add the Damage Core Plugin to my game, it seems to play with some of the formulas I've already put in. I was testing with the normal attack. And an attack that was doing 20 damage prior to adding the plugin is now doing upwards of 120. This isn't a variance problem because I have that set very low. I find this kind of odd.
The Damage Core does not modify the existing formulas of your skills. If you have other plugins that modify damage formulas, this will conflict.