EDIT: I apologize.. it appears I did not update the MV version for that. I'll try to amend it and get it re-uploaded asap
I think battle has its own method of handling messages (I think I remember something like that before "Scene_Battle.prototype.update" or something like that) - which was...
Yeah sorry LvMZ_Factions.js is a bit more simplified and only works for those "in party" (1 = party leader, 2 = 2nd actor, etc). Although Technically you can use a script call to bypass the plugin command's parameters (replace the actorIDs with the actual ones you're using though):
// this is...
Alright so in order to do this (the first part between Actor 2 and 3), you'll need to do it as a script call.
const actor2 = $gameActors.actor(2); // ActorID of 2 (example)
const actor3 = $gameActors.actor(3); // ActorID of 3 (example)
actor2.loseFriendship(3, 5); // actor2 likes actor3 less...
Just to confirm, This Aleena is an event (ID: 1), and Reid's actorId is also 1? If so, the issue might be on the plugin's end and I can look into it. Just want to make sure first the settings in the plugin command were correct :)
@Magenta-Fantasies Where are you calling the plugin command from...
There aren't any current plans to update these at the moment. Plus it'd just be easier to unequip the item than edit the plugin to accommodate that.. Sorry.
The plugin is designed to integrate the Relations scene with the main menu. Just make sure you have the plugin parameter set to the party leader, open up the menu in-game, and go to Relations.
The issue in that would be the value of "hex". What do you have in fc1, fc2, rc1, rc2 parameters? They require a hex code (ie. #ff0000, #000000, #ffffff, etc)
EDIT: So I think I am making progress... I have modified the updateScroll(Game_Player) method to now where it is smoothly sliding rather than locked/following the player. So now trying to figure how to get it to slide in front of the player instead of trailing behind.
Currently looking into...
Yeah I found that too, looked into it. The camera trails behind the player, but it could be a start in the right direction. Also I must say you have an interesting way to alias methods.. I usually go with something like:
const gamePlayer_update = Game_Player.prototype.update...
EDIT: center method is not working as intended :\ How to explain it.. when moving where the "centered" point would scroll the map, it scrolls keeping centered +/- 1 (X,Y) as intended but then it sticks there when moving back up or over, etc.
I'm going to try going back to my original idea...
So I'm delving into a new section of the RM code that I haven't worked with yet - the display/camera positioning and I would like some help in trying to understand it. Specifically:
What I Want:
For the 'camera' to move in front of the player while moving (+1 tile, +2 tiles if dashing) and...
Well problem with what you posted here though is that you added a 3rd actor. Every array starts with 0. So "this._data[0]" is the first follower (not the party leader). The "i" inside "Game_Follower(i)" is the member index (0 = party leader, 1 = 1st follower, 2 = 2nd follower, etc). So yes if...
EDIT2: I have made a quick plugin that should do the trick. You can control the limit with a variable. Whenever you set the variable to anything > 0, the limit will kick in. Setting it back to 0 should revert it to normal settings (see attachment)
EDIT: I suppose you could also use a script...
EDIT2:- Actually $gameParty.highestLevel() gets all members, not just current party.. so good to know for future :)
EDIT: Glad it could help :)
I stand corrected... (on the "last edit").. turns out Game_Party() has a function already that retrieves the highest level.
// The script call
let...
// For current party only
// -> To use all members replace "battleMembers()" with "members()"
const levels = $gameParty.battleMembers().map(e => e.level);
// Average Level
let newLevel = levels.reduce((a,b) => a + b, 0) / levels.length;
// Lowest Level
let newLevel = Math.min(...levels);
//...
I'm still undecided weather or not I should add minor swearing to my game. Like I'm going for an all ages demographic... but the idea of a cartoon character saying dammit, hell, or crap in normal conversation is really funny to me.
If we assume an Elf's strong suit is Dexterity (AGI) & Intellect (MAT), I imagine Strength (ATK) & Constitution (DEF) would be among their lowest stats. But I'm having a hard deciding which should be lower, Strength or Constitution?
I'm really sorry to have to do this, but I'm going to have to start blocking those who repeatedly put up sexual content and offer absolutely nothing (that I've seen) related to what this community is supposedly created for.
Don't take it personal. I'm a rape victim with permanent injuries who can never enjoy 'it' ever again, so it's the last thing I want to have put in my face.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.