[YEP] Yanfly Engine Plugins

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Started by Yanfly 6167 posts Page 98 of 309 View original ↗
  1. The <CENTER> tag for terms doesn't seem to work unless it's for text that's log only (which means no escape failure. I disabled everything else by modifying RPG Managers)
  2. I need a little help with something.


    I am using the Visual HP Gauge plugin you made, and was wondering if you can add the option to resize the font of the HP/HP Value/Max HP text so I can fit it in a small HP Gauge. Also I think you should add an option to make the sprite prioritized over the gauge so it doesn't cover a party member's sprite (Which is happening to me).


    Another thing is, when I use your message extended plugin, it messes up the show choices event for some reason. Here is a thread I made with full details:


    http://forums.rpgmakerweb.com/index.php?/topic/56432-how-do-i-fix-this/#comment-552877


    Thanks
  3. Einherijar said:
    party limit gauge @_@ oh the amazing oppertunities you get from that.... but..... do i have to make whole party moves to use it or can i have skills that run off the gauge (was thinking of like a synergy or force gauge for certain skills.....)



    No, you can make skills use the cost any way you want, for solo purposes or not. The Party Limit Gauge's main purpose is to allow the party to charge a global party-wide Limit Gauge that anyone who uses skills with a Party Limit cost can draw from them.

    BloodletterQ said:
    The <CENTER> tag for terms doesn't seem to work unless it's for text that's log only (which means no escape failure. I disabled everything else by modifying RPG Managers)



    The <CENTER> tag is for battle log only. It wasn't listed anywhere else as a usable text code. This primarily because the battle log has different properties than that of other windows.

    Nirvis said:
    I need a little help with something.


    I am using the Visual HP Gauge plugin you made, and was wondering if you can add the option to resize the font of the HP/HP Value/Max HP text so I can fit it in a small HP Gauge. Also I think you should add an option to make the sprite prioritized over the gauge so it doesn't cover a party member's sprite (Which is happening to me).


    Another thing is, when I use your message extended plugin, it messes up the show choices event for some reason. Here is a thread I made with full details:


    http://forums.rpgmakerweb.com/index.php?/topic/56432-how-do-i-fix-this/#comment-552877


    Thanks



    I've answered this in private message, but I'll answer it here, too.


    The HP Gauges will not get those options. This is because many plugins out there already alter the way HP gauges work and should I alter them, there will be clashing with those plugins. High compatibility is my priority here. Sprites will not be prioritized over HP Gauges nor will there be the option to. By standard practice, UI elements are always to appear on the top layer of games instead of being underneath purely visual elements like sprites. HP Gauges exist to provide convenience for the player and by having sprites take priority over sprites, it means you favor the visual aspects of your game over the comfort of playing your game for your players. If you don't agree with this, I suggest you visit the Plugin Request Forum here: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/


    As for that bug, go check the Extend Message Pack 1's plugin parameters and make sure the switch ID's are bound to the right values.

    BloodletterQ said:
    I know it's a lot to ask and I'm kind of annoy (well really annoying,) but I think that you should:

    -Find someone who is good at understand Javascript to help answer questions for you.


    -I still don't know why your plugins are missing a separate board. It will help keep your questions organized.



    For what it's worth, I don't think I should bother other users for helping me on this. I know my plugins aren't perfect, but a good number of the plugin library's bugs have been fixed already to the point where they're stable. Only the really odd bugs happen to show up now and then were the dev is doing something highly unexpected. The other "bug reports" are user errors, but usually, a quick rewatch of my video tutorials or a quick glance at the plugin's help file should fix that. :)


    As for a separate board, I think it's better off as a thread. My plugin library having its own separate board would mean drawing attention away from other plugin users which would be quite unfair. Plus, it would iterate that there's bias towards my plugins, which I don't think should be the case. As users look for plugins, they should seek out which plugins work best for their games without bias, as it is out of consideration for the players as well as the devs. We, as plugin creators, should always come last in the line of players > devs > creators in the line of priority. Without players, devs lose meaning. Without devs, plugin creators lose meaning. :)  That chain shouldn't be broken in my opinion for the better of the community.
  4. Yanfly said:
    As for a separate board, I think it's better off as a thread. My plugin library having its own separate board would mean drawing attention away from other plugin users which would be quite unfair. Plus, it would iterate that there's bias towards my plugins, which I don't think should be the case. As users look for plugins, they should seek out which plugins work best for their games without bias, as it is out of consideration for the players as well as the devs. We, as plugin creators, should always come last in the line of players > devs > creators in the line of priority. Without players, devs lose meaning. Without devs, plugin creators lose meaning. :)  That chain shouldn't be broken in my opinion for the better of the community.


    Yanfly,

    I just wanted to go ahead and say this. But by boards I think Blood actually meant topics. As it is, because words can words can get misused it can cause a bit of confusion for whoever is answering the inquiry. I believe what he was really trying to say is have each of your plugins have a separate topic like what most creators do.

    Personally I think the way you have it set up is fine as is.
  5. So I’m having an error with the Party Limit Gauge. I’m pretty sure I updated all of my plugins correctly (replacing the old files with the new files and then opening them in RPG maker so that is shows the new version number?)


    Plugin Name: Party Gauge


    Error Message:

    Spoiler
    rpg_managers.js:1618 ReferenceError: value is not defined
    at Game_Enemy.Game_Battler.partyLimitCostRate (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:746)
    at Game_Enemy.partyLimitCostRate (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:862)
    at Game_Enemy.Game_BattlerBase.partyLimitCost (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:700)
    at Game_Enemy.Game_BattlerBase.canPayPartyLimitCost (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:685)
    at Game_Enemy.Game_BattlerBase.canPaySkillCost (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:679)
    at Game_Enemy.Game_BattlerBase.canPaySkillCost (/F:/Games/Game%20III/js/plugins/YEP_X_SkillCostItems.js:568)
    at Game_Enemy.Game_BattlerBase.meetsSkillConditions (rpg_objects.js:2776)
    at Game_Enemy.Game_BattlerBase.meetsSkillConditions (/F:/Games/Game%20III/js/plugins/YEP_SkillCore.js:635)
    at Game_Enemy.Game_BattlerBase.meetsSkillConditions (/F:/Games/Game%20III/js/plugins/YEP_RowFormation.js:1042)
    at Game_Enemy.Game_BattlerBase.canUse (rpg_objects.js:2788)rpg_managers.js:1618 SceneManager.catchException

    I haven’t messed around with the plugin at all or even made any skills that require it; I just wanted to see if it work first. When I go into a battle, I usually have my main character say something at turn 0. He does, but then when that’s done I get the message “”ReferenceError: Value is not identified”


    Here are the plugins I’m using, in the order I have them. mostly yours:

    Spoiler
    Core Engine, Class Change Core, Sublcass, Main Menu Manager, Battle Engine Core, (The file WeaponSkill that I think came with the program; not yours), Taunt, the Action Sequence Packs, the CTB Battle System, Visual HP Gauge, Battle AI Core, Battle Status Window, Buffs/States core, Victory Aftermath, Skill Core, Party Limit gauge, Skill Cost Items, Instant cast, Skill Learn System, Weapon Unleash, Status Menu Core, Battle Statistics, Profile Status Page, Auto Passive States, Job Points, Party System, Row Formation, Steal/Snatch, Base Troop Events, Buttom Common Events, Region Battlebacks, Region Restrictions, Stop Map Movement. Then from other people: SSG_DifficultySetting, ET_Fullscreen, AltSaveScreen, EnemyBook,CommonQeventQueue, LevelUpEvents, YEP_ElemAbsorb (oops this is yours too!), autolife, Steal and Transfer States, Double Cast State, and Fox JP Levels.

    Any idea what’s wrong???
  6. Apologies for asking this in the wrong spot last time. There are just too many places to communicate and I am still learning the etiquette of what goes where.  I'm not even sure if this is the right place.

    PartyLimitGauge Question
    I have a skill that's sole purpose is to add the the party limit gauge.  It does nothing else.  When I have the scope of the skill set to None the tag to add to the gauge is never triggered.  Is there something I can do to change this without having the player have to target themselves for the skill?  The idea is to have the skill work like Guard, you just hit it and the character spends their turn boosting the meter.
  7. Vasha said:
    So I’m having an error with the Party Limit Gauge. I’m pretty sure I updated all of my plugins correctly (replacing the old files with the new files and then opening them in RPG maker so that is shows the new version number?)


    Plugin Name: Party Gauge


    Error Message:

    Spoiler
    rpg_managers.js:1618 ReferenceError: value is not defined
    at Game_Enemy.Game_Battler.partyLimitCostRate (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:746)
    at Game_Enemy.partyLimitCostRate (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:862)
    at Game_Enemy.Game_BattlerBase.partyLimitCost (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:700)
    at Game_Enemy.Game_BattlerBase.canPayPartyLimitCost (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:685)
    at Game_Enemy.Game_BattlerBase.canPaySkillCost (/F:/Games/Game%20III/js/plugins/YEP_X_PartyLimitGauge.js:679)
    at Game_Enemy.Game_BattlerBase.canPaySkillCost (/F:/Games/Game%20III/js/plugins/YEP_X_SkillCostItems.js:568)
    at Game_Enemy.Game_BattlerBase.meetsSkillConditions (rpg_objects.js:2776)
    at Game_Enemy.Game_BattlerBase.meetsSkillConditions (/F:/Games/Game%20III/js/plugins/YEP_SkillCore.js:635)
    at Game_Enemy.Game_BattlerBase.meetsSkillConditions (/F:/Games/Game%20III/js/plugins/YEP_RowFormation.js:1042)
    at Game_Enemy.Game_BattlerBase.canUse (rpg_objects.js:2788)rpg_managers.js:1618 SceneManager.catchException

    I haven’t messed around with the plugin at all or even made any skills that require it; I just wanted to see if it work first. When I go into a battle, I usually have my main character say something at turn 0. He does, but then when that’s done I get the message “”ReferenceError: Value is not identified”


    Here are the plugins I’m using, in the order I have them. mostly yours:

    Spoiler
    Core Engine, Class Change Core, Sublcass, Main Menu Manager, Battle Engine Core, (The file WeaponSkill that I think came with the program; not yours), Taunt, the Action Sequence Packs, the CTB Battle System, Visual HP Gauge, Battle AI Core, Battle Status Window, Buffs/States core, Victory Aftermath, Skill Core, Party Limit gauge, Skill Cost Items, Instant cast, Skill Learn System, Weapon Unleash, Status Menu Core, Battle Statistics, Profile Status Page, Auto Passive States, Job Points, Party System, Row Formation, Steal/Snatch, Base Troop Events, Buttom Common Events, Region Battlebacks, Region Restrictions, Stop Map Movement. Then from other people: SSG_DifficultySetting, ET_Fullscreen, AltSaveScreen, EnemyBook,CommonQeventQueue, LevelUpEvents, YEP_ElemAbsorb (oops this is yours too!), autolife, Steal and Transfer States, Double Cast State, and Fox JP Levels.

    Any idea what’s wrong???



    Since I cannot reproduce the error, I'm going to ask you to do the following.


    1. Download all the newest updates of the plugin.
    2. Create a new project.
    3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Use http://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. Make sure they're in the right order listed on http://yanfly.moe/yep/
    6. Recreate the error.
    7. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
    8. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox.
    9. Post the link here and I'll take a look at it.


    Thanks for helping!

    richardjarrell said:
    Apologies for asking this in the wrong spot last time. There are just too many places to communicate and I am still learning the etiquette of what goes where.  I'm not even sure if this is the right place.

    PartyLimitGauge Question
    I have a skill that's sole purpose is to add the the party limit gauge.  It does nothing else.  When I have the scope of the skill set to None the tag to add to the gauge is never triggered.  Is there something I can do to change this without having the player have to target themselves for the skill?  The idea is to have the skill work like Guard, you just hit it and the character spends their turn boosting the meter.



    Have it affect the user. It needs to have a target in order for the effects to go off.
  8. Hi Yanfly, 


    In your post for the Message Core script on your site I can find the codes for Bold and Italic but not Underscore, is that not in there?
  9. Hi Yanfly


    "Party Limit Gauge"


    You can make the icon at the bottom right changes color according to segments that fill ???


    example:


    0 segments = Grey
    1 segment = Yellow
    2 segments = Purple


    and so on???


    in other words ... to change icon for each segment that fills !!!
  10. Yanfly said:
    None of my plugins are able to do that currently. That's an entirely different gameplay mechanic and since it's so specialized, you may as well recreate it in MV for yourself just like you did from Ace.

    That's the thing. I didn't create the ability to dynamically alter parameters of an item during gameplay. Hime's script for independent items handled that itself; I just wrote the script to get parameters from actors or enemies and do things to a newly instanced item with those parameters.


    Oh, well. New project for me, I guess.
  11. Sometimes I wonder if you even need to have core plugins as votes other than being fair since Target Core as of my last check is at 116 votes and your record shows that they'd have the win lol.


    I'm amazed at how much of the essentials you have put out in just about 4-5 months.
  12. BloodletterQ said:
    Sometimes I wonder if you even need to have core plugins as votes other than being fair since Target Core as of my last check is at 116 votes and your record shows that they'd have the win lol.


    I'm amazed at how much of the essentials you have put out in just about 4-5 months.


    Yanfly is both a very busy and amazing person. (I on the other hand am the exact opposite, a nobody.)

    He/she (not that gender matters to me) is the forum's favorite rabbit-loving plugin developer. 
  13. i personally have 3-4 plugin creators i always go to first with new projects cuase i love their plugins/scripts yanfly is one of them 


    also i was wondering about party guage as well can i have  skill that utilizes both ally and foe guage note tags to create a skill that drains party guage of opponent and gives it to the user's party? i know i can use both to have like a -100 to enemy gauge +100 to ally guage..... but if enemy has less then 100 the party still gains 100.... was hoping to set them to gain same amount as what enemy loses
  14. I have to report a bug, although minor in a way. If you use Smart Jump and jump the character onto a tile that deals floor damage, the damage won't go through. As an added bonus, it doesn't apply region effects from your Region Effects plugin, as in it won't run the common event.


    Plugin Name: Smart Jump, Region Effects


    Replicate the bug: ONLY jump, and you can bypass an entire poison swampy area if you wanted. It doesn't count as a step I guess?
  15. nev said:
    Hi Yanfly, 


    In your post for the Message Core script on your site I can find the codes for Bold and Italic but not Underscore, is that not in there?



    Currently, there's no option for that.

    Lionheart_84 said:
    Hi Yanfly


    "Party Limit Gauge"


    You can make the icon at the bottom right changes color according to segments that fill ???


    example:


    0 segments = Grey
    1 segment = Yellow
    2 segments = Purple


    and so on???


    in other words ... to change icon for each segment that fills !!!



    This is mostly a cosmetic setting that I've left alone in case people want to make their own tweaks for it. I try to keep visually cosmetic settings barebones for the main plugin so that people who want to touch up their games have less to work around with :). For something like that, I'd suggest going to the support forum for: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/

    BloodletterQ said:
    Sometimes I wonder if you even need to have core plugins as votes other than being fair since Target Core as of my last check is at 116 votes and your record shows that they'd have the win lol.


    I'm amazed at how much of the essentials you have put out in just about 4-5 months.



    Well, you can never be too sure. I don't want to take chances on people not actually wanting it. There were times where I placed plugins into the candidates list that I thought would win, but ended up not winning so lesson learned there, I suppose~


    As for the amount of "essentials" in 4-5 months, that's actually the opposite for me. I'm more worried about that aspect since if it takes 4-5 months to produce all these plugins that are still considered essentials, kinda shows how barebones RPG Maker still is. :x

    Einherijar said:
    i personally have 3-4 plugin creators i always go to first with new projects cuase i love their plugins/scripts yanfly is one of them 


    also i was wondering about party guage as well can i have  skill that utilizes both ally and foe guage note tags to create a skill that drains party guage of opponent and gives it to the user's party? i know i can use both to have like a -100 to enemy gauge +100 to ally guage..... but if enemy has less then 100 the party still gains 100.... was hoping to set them to gain same amount as what enemy loses



    That'd have to be done via Lunatic Mode. You would need to make a check to how much of the enemy gauge they have before the skill would be usable.

    Simplestchaos said:
    I have to report a bug, although minor in a way. If you use Smart Jump and jump the character onto a tile that deals floor damage, the damage won't go through. As an added bonus, it doesn't apply region effects from your Region Effects plugin, as in it won't run the common event.


    Plugin Name: Smart Jump, Region Effects


    Replicate the bug: ONLY jump, and you can bypass an entire poison swampy area if you wanted. It doesn't count as a step I guess?



    It's not really a bug, but rather the way events work. Depending on how long you set the wait time after a Smart Jump, it may bypass an ontouch event or not. I found the ideal wait time is 10 frames after a Smart Jump effect. You would encounter the same "problem" with events if you don't time it right.


    Here's a snap of it working:


    UzJrVrw.gif


    It's all about the way you set up your events.
  16. Hey Yanfly!


    I hope this is the best place to post this, if not, just let me know. I'm curious if this is a bug, known issue with a workaround, or working as intended. I tried searching around on the forum before coming here and I couldn't find anything specific to this.


    Bug In: Battle Engine Core


    Related To: States / Duration


    Scenario Example:

    Spoiler
    Poison Weapon Coating Item


    - simple item that applies a state for X turns that makes the user's attack apply poison damage. Can be used on self or any ally.



    Issue While Battle Engine Core is Installed:

    Spoiler
    If you use this item on yourself, you will always be X-1 for actual uses. If used on an ally, Action End and Turn End will both give the correct amount of charges. 


    When using on self:


    Action End and Turn End will immediately occur after applying the buff.


    Action Start and Turn Start will stop the buff prior to execution of its final attack, resulting in the last charge (while displayed via Buff States Core) to not actually trigger the effect, misleading the player.



    How this Works in Vanilla (No-Plugins) RPG Maker MV:
     

    Spoiler
    I did a test in vanilla RPG Maker MV by creating the same item with Action End on 2 turns as the duration. I was able to apply poison on two various enemies, and then the buff wore off after applying poison the second time. 


    Using the same "Action End" option in RPG Maker (and all four of the available notetags separately (action start, action end, turn start and turn end)), I was unable to reproduce this effect available in the vanilla RPG Maker engine. Each time, I was only able to apply poison once (the start forms showed 2 charges but it expired prior to applying the second poison; the end options both immediately consumed a charge after the user self-targeted).



    Issue with Increasing Count to Account for Issue: 
     

    Spoiler
    Because the item is both a self-buff item and an ally buff item (Any Ally), increasing the count by 1 will either:


    - briefly show the incorrect count to the user if applying to self (with Buff States Core)


    - or it will result in giving allies an extra charge
  17. Error Message:




    image.png


    BUG REPORT


    Plugin Name: Party Limit Gauge


    this happen when I open actor 1 skill from menu. but its work from battle.

    Spoiler
    image.png
  18. Yanfly said:
    Currently, there's no option for that.


    This is mostly a cosmetic setting that I've left alone in case people want to make their own tweaks for it. I try to keep visually cosmetic settings barebones for the main plugin so that people who want to touch up their games have less to work around with :). For something like that, I'd suggest going to the support forum for: http://forums.rpgmakerweb.com/index.php?/forum/128-javascriptplugin-support/


    Well, you can never be too sure. I don't want to take chances on people not actually wanting it. There were times where I placed plugins into the candidates list that I thought would win, but ended up not winning so lesson learned there, I suppose~


    As for the amount of "essentials" in 4-5 months, that's actually the opposite for me. I'm more worried about that aspect since if it takes 4-5 months to produce all these plugins that are still considered essentials, kinda shows how barebones RPG Maker still is. :x


    That'd have to be done via Lunatic Mode. You would need to make a check to how much of the enemy gauge they have before the skill would be usable.


    It's not really a bug, but rather the way events work. Depending on how long you set the wait time after a Smart Jump, it may bypass an ontouch event or not. I found the ideal wait time is 10 frames after a Smart Jump effect. You would encounter the same "problem" with events if you don't time it right.


    Here's a snap of it working:


    UzJrVrw.gif


    It's all about the way you set up your events.





    Ok ... the fact is that I between scripts and plugins, are not practical ... I would not know where to put your hands ... that's why I asked you, who are the rightful's creator, experienced and good at these things!!!! ;D
  19. ExoEric said:
    Hey Yanfly!


    I hope this is the best place to post this, if not, just let me know. I'm curious if this is a bug, known issue with a workaround, or working as intended. I tried searching around on the forum before coming here and I couldn't find anything specific to this.


    Bug In: Battle Engine Core


    Related To: States / Duration


    Scenario Example:

    Spoiler
    Poison Weapon Coating Item


    - simple item that applies a state for X turns that makes the user's attack apply poison damage. Can be used on self or any ally.



    Issue While Battle Engine Core is Installed:

    Spoiler
    If you use this item on yourself, you will always be X-1 for actual uses. If used on an ally, Action End and Turn End will both give the correct amount of charges. 


    When using on self:


    Action End and Turn End will immediately occur after applying the buff.


    Action Start and Turn Start will stop the buff prior to execution of its final attack, resulting in the last charge (while displayed via Buff States Core) to not actually trigger the effect, misleading the player.



    How this Works in Vanilla (No-Plugins) RPG Maker MV:
     

    Spoiler
    I did a test in vanilla RPG Maker MV by creating the same item with Action End on 2 turns as the duration. I was able to apply poison on two various enemies, and then the buff wore off after applying poison the second time. 


    Using the same "Action End" option in RPG Maker (and all four of the available notetags separately (action start, action end, turn start and turn end)), I was unable to reproduce this effect available in the vanilla RPG Maker engine. Each time, I was only able to apply poison once (the start forms showed 2 charges but it expired prior to applying the second poison; the end options both immediately consumed a charge after the user self-targeted).



    Issue with Increasing Count to Account for Issue: 
     

    Spoiler
    Because the item is both a self-buff item and an ally buff item (Any Ally), increasing the count by 1 will either:


    - briefly show the incorrect count to the user if applying to self (with Buff States Core)


    - or it will result in giving allies an extra charge



    It was changed in the Battle Engine Core because Action End isn't truly an Action End effect. The timing actually occurs at the beginning of an Action, which was why I changed it. Instead, I've added the appropriate <Action Start: x> notetags, which I've explained inside of the Help File:


    * ============================================================================
    * 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.



    izyees said:
    • Previous Page
    • Next Page



    Error Message:




    image.png


    BUG REPORT


    Plugin Name: Party Limit Gauge


    this happen when I open actor 1 skill from menu. but its work from battle.

    Spoiler
    image.png


    • Previous Page
    • Next Page



    Thanks for the catch, I'll get this fixed by tonight! :)  

    Lionheart_84 said:
    Ok ... the fact is that I between scripts and plugins, are not practical ... I would not know where to put your hands ... that's why I asked you, who are the rightful's creator, experienced and good at these things!!!! ;D



    Regardless of that, this is a request you're making. And this thread here isn't made for requests. I'll quote the front page of this thread:

    THIS THREAD WILL BE USED FOR UPDATES AND BUG REPORTS!


    This thread is NOT a request thread.




    So once again, I suggest you pay this subforum a visit: http://forums.rpgmakerweb.com/index.php?/forum/136-js-plugin-requests/


    It exists for a reason.
  20. I take back the taking back of the... whatever. Turn Start 1 works now, but didn't before. I don't even know. It works now and I'm not arguing.