Which non-Yanfly plugin is interfering? I think there's currently four that are non-Yanfly.
Ah, sorry. Slipped my mind to even write out which one. It's the SV Overlay States on the enemies one.
Hi Yanfly. More amazing work I see :)
I have a question regarding the Victory Aftermath plugin.
Would it be possible to add in a feature so that if you do not receive EXP in a fight, it skips the Exp menu and goes to the next menu/back to the map? It probably seems silly, but I am wondering if it would be simple fix or if it would involve a lot of changes.
Anyway, don't stop what you're doing :D
Regards,
Moe
Sure, I can see about adding that feature in the future.
Hi Yanfly. Thank you so much for your scripts and they really made my game.
Currently I am now getting stuck in designing a state.
Upon removal, the state shall cause certain damage(say 100) to the inflicted
I've tried with the following:
<Custom Remove Effect>
a.gainHp(-100)
</Custom Remove Effect>
The damage processes quite fine, but some problems were found:
1. The damage does not pop up.
2. The collapse effect does not show up when the current hp of the inflicted is below 100.
Also, how do I play animations in lunatic mode notetag?
Or would this be simpler if the remove effect is just casting another skill on the inflicted? If this is so, how can I write this in the notetag?
Thanks a a lot!
Ah, that's because there's no issue to show the damage popup. Are you using the Battle Engine Core. If you are, you can try this:
<Custom Remove Effect>
a.gainHp(-100);
a.startDamagePopup();
</Custom Remove Effect>
Animations is this:
a.startAnimation(50, false, 0);
That would play animation 50, not mirrored, with a delay of 0.
Hello there! So, I seem to be running into a funky little bug from time to time. It doesn't always happen, but I've had it happen at least 2-3 times in the last 10 or so battles. I am using the DTB with your battle engine, and every now and again, whenever I had an ability queued for use, it won't go off. Here's an example of how it's usually caused:
Spoiler
3 Character Party and the abilities queued :
Character 1 - Attack
Character 2 - Spell 5MP cost, character has 100MP
Character 3 - Spell 5MP cost, character has 90MP
==Fighting 2 enemies. A and B==
The Turn Begins:
Character 1 uses Attack on enemy A.
Character 2 uses Spell on enemy A and kills it.
Enemy B attacks Character 3.
The Turn "Ends" but completely skips Character 3's turn.
Enemy B's attack is just a normal "Attack" with no stun or anything on it.
Character 3 has enough MP to use the ability, but for whatever reason, when the character is attacked, their turn is ignored.
Spoiler
This has happened on multiple occasions and I honestly can't figure out exactly when and how it's happening.
The only plug-ins that I've updated/added since this started happening were all yours from within the last 2 days, straight from Yanfly.Moe.
The most recent new plugin is the "Weapon Unleash" and all of your other plugins are up to date. Hopefully I left a good enough explanation. Thank you :)
EDIT: It just happened again. I think that it might actually be caused by something else:
3 Character Party and the abilities queued :
Character 1 - Attack -> Target Enemy A
Character 2 - Attack -> Target Enemy A
Character 3 - Attack -> Target Enemy A
==Fighting 2 enemies. A and B==
The Turn Begins:
Character 1 uses Attack on enemy A.
Character 2 uses Spell on enemy A and kills it.
Character 3 skips his/her turn.
As you can see, this time character 3 skipped their turn after Enemy A died, bu before Enemy B attacked, so my previous example might not even be accurate. I'm at a loss here :X
Huh, that's really odd. Are you able to replicate this consistently in a blank project by any chance?