@Alistair
Thanks it works now. Could you add an option to disable the message if we want to add the message to a existing victory message such as Yanfly's? Could you provide the line of code that displays that message. So we (I) can try and added to yanfly's plugin?
Thanks!
Had to put it over all of Yanfly's plug-ins to work but the info flash by really quick. If I disable yanfly's aftervictory plug-in, it displays the next characters points 3 times on the character before.
@Alistair
After a victory, a window pops up and it just says undefined over and over. I assume that message is suppose to give players an indication as to how many points to got upon level up?
Didn't have a change to fully play around with it yet. But is there away so when a character levels up. It displays how many points is gained. To give players an indication when they gain points.
Not quite what I envisioned. That plug-in contains two menu options. One for equipping items and one to use. I want something more seamless.and all under one item option. What I mean by seamless is. When you gain an item, it goes to the first available bag. If character one's bag is full, it...
Look for a plug-in that would allow for each character (actor) to have their own inventory "bag". If anyone has played the Golden Sun/Golden Sun The Lost Age on the GBA. Those games have exactly what I want.
How it will work is:
- Each character (actor) has a their own inventory bag which...
When trying to switch characters in battle, I get "Uncaught Type Error: Undecided is not a function". Testing was done in a fresh project with no other plug-ins present.Anyone else getting this error?
So pretty much it will function like Kaus's? I know that his plug in required a second plugin to work. Called KSU ParallaxSmoothing.
But pretty just swap out plugins and nothing else?
@Celianna The tilesets Kaus "repurposed" is already on the net. I doubt this will be the last we will see of them. Once it's on the net, it is out. At the very least we can try find most of the original all creators to credit them. Because the tilesets will be used by someone one way or another...
My first test playthrough of my game clocked in at 1 hour and 15 minutes. Once the opening and ending are properly implemented, I'd expect a blind playthrough to last around 2 hours.
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