This was the solution! Or rather, it seems like the individual downloads are borked in some way. Using version 1.32 didn't fix the issue alone, but when I used both files from the free bundle, things actually worked. I guess there was some update or another that didn't make its way on the...
I used the link provided from yanfly.moe (which redirects to itch.io), are there other available links?
I know this is unorthodox, but would you mind trying the script in a demo yourself (and if it works, sharing the demo with me)? I can't stress this enough, I did not change anything in the...
I used the link provided from yanfly.moe (which redirects to itch.io), are there other available links?
I know this is unorthodox, but would you mind trying the script in a demo yourself (and if it works, sharing the demo with me)? I can't stress this enough, I did not change anything in the...
I'll put the images and the explanation inside the spoiler, so they don't take too much space.
The page from where I downloaded the script lists no required scripts, but I added the core yanfly script, just in case (again, I changed NO values from the default setting). Is there something I am...
Bumping, in case someone knows the answer. I'd expect this to be something easy to confirm or (in case I am doing an obvious mistake) something easy to fix.
Hi everyone!
I recently tested Yanfly Quest Journal, and I am not sure what's the problem. Testing it on a clean project, with just Yanfly Core and this plugin, I find the current issue:
When I add a single quest, everything seems fine, but adding a second one makes all quests disappear from...
I assume in theory I could try to look through the code and find how the game does it when the player inputs the controls, then combine a script that lets you use common events during scenes like the menu, but I was really hoping to have a "plug and play" solution for it, since I am not overly...
Basically, an MV version of the Scene Tutorial script for VX Ace. Having a convenient way to control the cursor in a menu, and the ability to display messages while in scenes that don't offer a way for the developer to do so normally.
Essentially, it's a method to show players any unique...
Sure! The problem was with Yanfly's message core. Most of it is fine without changes, but it gives you the option to add a "name window" on top of the normal message window (to show the name of whoever is talking). Since it's a separate window, it didn't hide together with the message window...
Hello there! I like this script a lot and I am considering using it. Am I right that to make it work with Yanfly's message plugin, I'd just need to alias his "name window" in a manner similar to how you alias the message box, so that both disappear when the right key is pressed?
Edit: I figured...
So I was on the right path. I changed things around a little, and now everything seems to work fine. I still need to re-write it so that it uses the each do method you showed me, as that is a much cleaner way to handle this, but for now I'll keep it as it is. I am writing this system to...
But would nil be equal to 1? The result should be false, no? Instead the game recognizes the values correctly (and when I "printed" the variable I check, after turning it into a string, I get the correct value as well), and categorizes the letters in the way I want. I can only think maybe I did...
Is it interesting to get more backstory on villains? A key moment in their past, their childhood, or maybe something that shows they've always been that way? To see or not to see?
"Everything tastes like chicken until it's chicken, then it doesn't taste like chicken."
Context: chicken samosas do not taste like chicken. I thought it was veggie samosas.
Just another ordinary evening.
Want for a Nail: I'm trying to figure out what controllers work with MZ, one support thread, a plugin request thread, a dead controller, and a $48 eBay purchase, and a PS1/PS2 USB adapter later. Still stuck with keyboard controls...
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