Fair enough! Will try to check out Singing Scar when I get the chance, then.
That sounds fun! Have a similar idea for a gun mechanic in a test game I'm messing around with, replacing the "Item" menu with "Firearms". It was the easiest way I could figure out how to do a limited bullet system...
OH! Cripes, okay, I misunderstood. Sorry, I've never used plugin commands before, I was thinking this was all being done directly on the plugin's menu. I'll mess around with this, then. Thank you very much!
Okay, I was having trouble there, but I figured it out finally. Thanks again!
Thank you for answering, but unfortunately, I'm not seeing any "Activate Light by ID" option in the command list. I'm pretty sure I've got the latest version running. (Using MZ).
I also don't understand a lick of coding, so if I need to go into the script itself to adjust things, I'm gunna...
First of all, thanks a lot for getting a lighting plugin for MZ working so soon!
Second, I have been trying to read through the thread, and I have an issue: I still don't understand how to make a light be "switch on-able". I'd like the player to be able to walk into a pitch-dark room, walk...
I mean, I would like to know how to execute this specific idea, which is simply: consume two or three items to cast one spell. I'm not really looking to brainstorm alternative magic system concepts beyond that.
If I am misunderstanding the terms here, I apologize.
Been a while since I came here, so, hopefully I'm posting this in the right place. This could be something obvious I'm missing, but I was thinking of Secret of Evermore, which used a Magic system wherein you combined ingredients on the spot to cast spells. Like, 1 Oil and 2 Roots would make a...
So, there's a script for VX Ace that allows the user to swap the actor's equipped weapon back and forth with a single button press. Anyone know if there is similar script for MV, or a way to rig this in the regular system?
Thanks in advance.
This is mostly a screwing-around practice project, with an emphasis on puzzles and exploration instead of combat. I guess ultimately I could try to figure out a way to engage enemies as obstacles without using the combat engine at all, but I'm not sure how to implement an element system via...
So, I'm sort of grasping how the battle stats work, but I've never been good at getting it, so I tend to leave it at defaults.
I'm trying to work out a more rock-paper-scissors means of fighting. Instead of random number generators modifying everything, I more or less want things to have set...
This stuff is pretty great!
However, the link to get the Flesh Dungeon tileset doesn't seem to be working, or maybe the site has been changed, because it just bounces me to the main page of the site, instead of to the specific page. Is there another link?
So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! I'm going to devise secret messages now for them because I'm a terrible wonderful person like that.
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD