Thanks for the feedback. The XY offset option is a good idea. As for adding event pages to the throwable event is something I'm trying to work out. I'm sure there are a few ways to go about it, but I haven't really determined what works. A plugin command would probably be the other route. Or, I...
HPDS Throwable Plugin v1.1.0
Michael Hernandez @highplainsdesignstudio
Introduction
The HPDS Throwable plugin allows you to pickup and throw events using note tags. The game player will be able to then throw the events in game.
Get Plugin
Master Plugin List
Github
HPDS Throwable Plugin Page...
That is correct. My solution is to build a brand new plugin that you will name drawActorSimpleStatus.js (or whatever else you want to name the file, so long as you keep the .js extension). The file that you create will need to be placed in your projects plugins directory like any other plugin...
You can overridethe method
Window_Base.prototype.drawActorSimpleStatus. The method is originally:
Window_Base.prototype.drawActorSimpleStatus = function(actor, x, y, width) {
var lineHeight = this.lineHeight();
var x2 = x + 180;
var width2 = Math.min(200, width - 180 -...
Well, I just deployed to an executable to see the filesystem. You may need to make sure that you go up several paths like so: ../../assets/
The asset files in the .exe deployment are in a folder called www, so you may need to go up another directory if you're trying to share assets with an .exe...
The scenario that you pointed out only seems suitable for web deployment, in my view and opinion. When you have several games sitting next to each other on a server, you would want to save space and reusing assets when possible. However, I'm not entirely sure it is something that can or should...
Ok. Great. I've made some progress. I have created the plugin HPDS AssetsManager. It will change the directory for the images and the audio. However, the game will not work from the RMMV Play Test button if you change the folders to a folder outside of the game's directory. The game MUST be run...
Sorry. I thought I had it, but then I still ran into errors :( I have started working on this problem, though. I am finally getting to it today. It is a problem of mine as well, and I need to find a solution.
It seems there are a few more functions for reserving and requesting the bitmaps; they...
You'll need to make a plugin. Below are the file paths that you can change in the ImageManager:
EDIT: It seems like a plugin that I'd be interested in creating in order to house several games using the same assets. Make a request in the plugin request forum and tag me and I'll look into later...
Game_Screen.prototype.startFlashForDamage = function() {
this.startFlash([255, 0, 0, 128], 8);
};
That's the code that flashes the screen for the damage. You can comment out the startFlash method, but then it wouldn't work for damage floors either. The plugin would look like:
(function() {...
It says:
state - contains character's current state and how many frames they've been in the state
and
state.bush - Character is in a bush
state.dashing - Character is dashing (running)
state.jumping - Character is jumping
state.ladder - Character is on ladder
state.moving - Character is...
You can use a conditional branch and check for the following script;
$gamePlayer.isJumping();
That way, it is activated upon touch, but the code only runs if the $gamePlayer.isJumping() comes back as true.
Are you saying that you change the Priority of the event to "Same as characters" the trigger works when it is touched by the character? But, when the Priority of the event is set to "Above characters", then the event does NOT trigger when it is touched?
If so, this is the correct behavior. The...
I see what you're saying. I have looked at the issue for a few hours now this morning and it appears that the window was made with 90 items in mind. It is hard coded for Russian, Japanese, and Latin, with all of the tables having 90 items. I've tried to narrow it down for simply the english...
You'll need a plugin. Here. I wrote this and you can put it into a nameInputPlugin.js file in your plugins folder. Note, it only pertains to the latin alphabet. Here is the code:
/*:
* @plugindesc HPDS Jump plugin for name input processing with Upper case only.
* @author Michael Hernandez @...
The problems reside on sk.js file on lines, 286, 281, 162. Chances are, it is on line 286 where the drawItem is trying to draw from an improper object.
There seems to be a bunch of extra stuff in there. It might be other plugins you have installed. Either way. Add the 0 index and see what happens next.
console.log($gameActors.actor(0).weapons()[0]);
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