You will need to mess with the code found in your rpg_objects.js file.
I think that the part you're looking for is within the Game_Action.prototype.apply function. What exactly you have to modify there is something that someone with more experience than me should tell you, in case your own...
Resource Type: Face
Maker Format: MV
Art Style: Doesn't really matter, as long as it resembles the face of the battler.
Description: Just a single face, with a sinister look if possible, similar to the one found in the battler's image.
Reference Images: Search for the enemy SF_MadDoctor in...
Thanks a lot, it worked indeed! Do you have any idea what's different on your "command" that makes it successful? I mean, it's almost identical to the "equips" one, which has worked fine for me in the past, except this single occasion. I didn't even know that hasArmor existed in the first place...
I'm pretty new to JS, but I usually manage to pull off small variations to the default gameplay, by using some basic, non-complex scripting. Normally I have no trouble at all, but this time it seems that I hit a dead end.
What I want to achieve : Actor X gets afflicted by a State. At the moment...
For the rest of the request, this might help you :
http://yanfly.moe/2016/07/13/tips-tricks-mending-guild-wars-rpg-maker-mv/
It's similar to what you want, but with healing instead of increasing SP. You'll have to tweak a bit with the provided code to reach your desired effect
In your project's folder, open the JS folder and then the rpg_windows.js file.
Search for
Window_Options.prototype.windowHeight = function() {
return this.fittingHeight(Math.min(this.numVisibleRows(), 12));
And change 12 to whatever number of options you want to instantly appear on the...
First, let me say that my scripting skills are close to zero.
I have two enemies (in the same troop) that use a "targeting" ability to set a state which increases the Target Rate of the inflicted actor, in order to perform their next attack on him. My problem is, that once the first state has...
First of all, I wanted to make sure that I didn't miss any existing discussion on the subject and then, read some feedback about the idea from other community members.
Unfortunately my coding knowledge is pretty limited. I would love to make a thread about it in the JS Plugin Request subforum...
I made a quick search and to my surprise I found nothing related to viewing past battle events during a battle.
A lot of games, e.g. Hearthstone, utilize a log history system, providing the player the opportunity to keep track of what has happened in the last few turns.
I think that something...
On the "things im remaking" department even i kept getting confused by my status grenades similarity so i decided to redo both of them, now the icons and being thrown animations are very distinctive from each other
I genuinely like the default MZ actor sprites, and the character creator. I think I will draw new headshots for them, but part of me doesn't want to replace the default sprites. But should I? I want to eventually release my game.
Someday, I hope they make a game where 95% of the animation budget went to turning valves and opening door animations, leaving every other animation looking like a CDI zelda cutscene.
programming at 12 years old: "I love how it works!"
programming at 18: "I love that it works."
programming at 25: "I love why it works."
programming at 30: "I love when it works."
programming at 50: "How did this work?"
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.