

Also used in a variety of Yanfly's menu revisions.ģ. Window_SkillStatus: Shown in the skill menu. Window_Help used in battle that shows the battler's name.Ģ. Window_Help: This requires YEP_BattleEngineCore and YEP_BuffsStatesCore. Only certain types of windows are compatible the tooltip window.ġ.

Decide which ones work best for you and which ones don't. Turn Duration Format: Change how you want the turn duration to appear in your tooltip window.Įnabled Windows: You can disable which windows tooltips will appear from. Text Help Format: If you don't want to use the default text format for the tooltip window entries, change it up to your liking.īuff Format, Debuff Format: Since buffs and debuffs don't have database entries, you will change how they appear in the tooltips here. Sometimes you don't want the opacity to be too transparent, as it will make the text on the tooltip window harder to read. Window Skin Opacity: Opacity of the window skin. This can be used to help tell the player at first glance that the information displayed there is different from the normal window. Window Skin: Window skin used for Tooltip window. Window Scale: Scale the size of the contents of the tooltip window down by this much. If no description is used, then the state will not appear in the tooltip window. Text codes can be used for the description. Place this in the states that you want to have appear in the tooltip window. If the player hovers the mouse over the state icons, the window will appear and display descriptions about each of the states affecting the battler. However, like always, be sure to make a back up of your game project(s) before updating.This is a RPG Maker MV plugin that adds a tooltip window in battle (and other scenes) dedicated to showing information regarding states. It does not force your project to update to the latest version, which means the updated Core Updates and Desktop Optimization can take care of the base code updates for you (without you needing to manually change things around). Be sure to update accordingly.įor those using the Debugger, I'll be making some updates to it by the next sample project release so hold on tight!įrom what I can tell during this short period of time, the 1.6.1 beta is safe to migrate towards. There was a strange situation where if the Dev Tools window (F8 button) was open while performing a refresh (F5), the reloading of the game would take longer, so the newest update of the Core Engine will take care of that (by closing the Dev Tools window each time a refresh is detected). View the plugin list and/or changelog here: Ī few plugins had to be updated, because MV 1.6.1 uses the latest Node JS.

Only this time, it looks to me like they’ve fixed the majority of the bugs (others either unknown or otherwise outside of their control). Overall, this is the second attempt to go back to 1.6.x, where RPG Maker MV will use updated Node JS.
