Incidentally, Yanfly forgot to port a certain handful of his scripts to MV plugins.A guide for beginners on making text look cool. To those who feel vindicated at responding to a VX Ace query with a suggestion to get MV, very good, thank you so much, I would never have thought of that. Search engines had a limited pool of relevance, to nobody's surprise. Ruby somehow manages to be even more horrendous than JavaScript, and despite its rampant obscurity, it still got shoehorned into the RPG Maker series for at least three incarnations. If anyone's able to bug fix these scripts, kudos. However, it works with extra paramters such as HP Regen and whatnot. Shiggy's Stacking States Poor commenting in the code fails to explain why this script breaks every other script it touches. SegfaultOnline1's Build-Upon States Convoluted instructions. Neon Black's Stacking States For some unfathomable reason, this script only applies to parameters and special parameters, the most influential of which can be replicated by using buffs, and which leaves out extra parameters, which have the most functionality (such as, oh, a little thing called "poison"). This makes it about as useful as replicating Morrowind's or Oblivion's engine functions when you're remaking the games in Skyrim's engine. Yanfly's Passive States This script actually doesn't do anything, because its functionality can be replicated in the VX Ace editor by applying traits to the limited scope this script covers-which doesn't cover skills. As it stands, I can't even tell if this script provides this functionality or not. Yanfly's Lunatic States If I could script, I wouldn't need someone else's script. It just marches into its trailer in a huff if it detects a script it has a grudge against. Victor Sant's Passive States Incompatible with the better of the stackable state scripts available. Syvkal's Passive States For some reason, this script uses dummy weapons instead of states, and also breaks the notes in weapons if they aren't wrapped in angle brackets. Neon Black's Passive States Incompatible with the better of the stackable state scripts available. This especially works because learning a passive skill from his JP system is sufficient. If you still require an example to work from somehow, pick a random assortment of a majority of Yanfly's scripts. It's essential that these scripts are compatible with other, unpredictable script lists, to abstain from potential monopolastic practices among strangers on the Internet and because alone they do not a game make. Now, what follows is a list of scripts which attempt to perform these functions, and why they don't fulfill the necessary criteria, most of which are due to incompatibility with other scripts. Technically, these figures might not be exact due to multiplying percentages by percentages, but at this time, I don't particularly care. For example, a poison status that reduces HP by 5% every turn would reduce HP by 10% at two stacks, and 15% at three stacks. A stackable state is a state which multiplies its effects for each time it is applied to the same target. Skills can be learned through gameplay and thus earned by the player. States are removed upon the "Death" state. This is superior to applying a state in the following ways: 1. A passive skill is a skill that, when learned by a character, bestows a permanent state to that character.
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