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  1. Drakkonis

    RMMZ target ally but exclude the user. no visutella/yep

    I don't know if a plugin strictly like that exists, but I know it's POSSIBLE. I have a plugin in development that can restrict targets you can choose based on certain keyword tags. But it's a small part of the plugin, and meant for certain types of mechanics and isn't customizable. The method it...
  2. Drakkonis

    I want to talk about plugin CONFLICTS!

    I feel most plugin conflicts would be a result of either: 1: Bad plugin code. Stuff like not aliasing functions they don't need to completely replace, using a global variable when they don't need one, using a global variable with a generic name that another plugin might use, etc. 2: Two (or...
  3. Drakkonis

    RMMV Help with Learning Arrays

    I assume you're talking about scripting instead of eventing? If you want to have data included in a save file you'd need scripting if you DON'T store the data into variables. I haven't dealt with saving custom data myself, but I've seen how some other plugins do it. Basically, they have their...
  4. Drakkonis

    RMMV RETRO - MZ Plugins on MV

    Definitely not easy, especially as I'm still learning MZ's setup and only just recently got my own copy of MV. But I've learned a LOT about how both engines operate both by trying to make my own plugins work, and trying to develop RETRO. I take it as a challenge not just for my programming...
  5. Drakkonis

    RMMV RETRO - MZ Plugins on MV

    Version 0.05 Update: I've overhauled the way RETRO grabs plugin information, and the way MZ plugin commands are used. See the note in the original post. MZ plugins can now change a sprite image's hue correctly. Fixed a bug with the sprite gauge implementation that would crash the game when...
  6. Drakkonis

    Another new RETRO milestone! 3 actually. It's reached 500 lines of code (includes whitespace and...

    Another new RETRO milestone! 3 actually. It's reached 500 lines of code (includes whitespace and comments, so technically the actual code is still less than that), it's reached version 0.05, and there are now over 10 plugins on its known compatibility list!
  7. Drakkonis

    RMMV When does a bitmap ACTUALLY update?

    Here's how it breaks down, as far as I can tell. MZ: Load bitmap. Later, setHue. For enemy sprites, I assume this adds an onLoad listener callback to setHue using the enemy's hue information. MV: Load bitmap with hue information. It adds an onLoad listener callback to rotate the hue using the...
  8. Drakkonis

    RMMV When does a bitmap ACTUALLY update?

    I wouldn't assume so, there's a check in rotateHue that requires the context of the bitmap to be present. I assume that's the bitmap's actual graphical information. Like I said, graphics are a weak point of mine. Stepping through the code tells me the requirements are met and all the work...
  9. Drakkonis

    RMMV Battler assigned objects apparently... breaking?

    Actually, I believe I just figured it out. The CONSTRUCTOR was fine... it's CONSTRUCTION apparently wasn't. I took a shortcut when coding the object, and stuck all of its functions inside {} brackets, purely out of laziness because I didn't want to type in the object.prototype bit or copy/paste...
  10. Drakkonis

    RMMV Battler assigned objects apparently... breaking?

    I have absolutely no clue on this one, nearly everything involved is not working like everything else. I have an object prototype being created and assigned to a battler when it's initialized. This object contains its own functions, its own constructor, and so on. The usual stuff. First odd...
  11. Drakkonis

    Apparently I'm back in the boat of something behaving weirdly and I can't for the life of me...

    Apparently I'm back in the boat of something behaving weirdly and I can't for the life of me figure it out, and I suspect it's something that javascript users are supposed to "KNOW", and I... don't.
  12. Drakkonis

    RMMV When does a bitmap ACTUALLY update?

    Title doesn't really capture my question well... but here goes. For once I don't consider this a "stupid in the sense that I'm missing something obvious or I've overthought the problem" question like a lot of my others. Graphical stuff is one of my biggest weaknesses, so please assume I know...
  13. Drakkonis

    RMMZ Looking for an overlay plugin

    It makes toasts. I actually had to look that up recently, since I was curious. It's a psuedo-programming term apparently first coined in Android development. It's a little window that pops up from the bottom of the screen... like toast from a toaster. In this case, it literally manages little...
  14. Drakkonis

    RMMZ Looking for an overlay plugin

    Casper Gaming's Toast Manager Depending on your exact requirements, this might do. He does have a core plugin that this requires, so make sure you get that too.
  15. Drakkonis

    The proper width is being passed just fine, as far as I can tell. I had some issues with it...

    The proper width is being passed just fine, as far as I can tell. I had some issues with it being passed as NaN early on, prompting the first and third plugin command functionality rewrites lol
  16. Drakkonis

    It's CGMZ_ToastManager for the curious. Everything is set up... and no crashes... but the toast...

    It's CGMZ_ToastManager for the curious. Everything is set up... and no crashes... but the toast never appears. I'm chalking it up to MV and MZ differences that I can't quite track down. I suspect it's being drawn... UNDER everything else. Or just invisible for some reason.
  17. Drakkonis

    It's not a MAJOR issue... I don't think. Right now it means one plugin I've tried isn't...

    It's not a MAJOR issue... I don't think. Right now it means one plugin I've tried isn't functional, even though it doesn't crash. But I'd rather work on plugins that ARE crashing to expand the list of plugins that RETRO can handle without MV crashing.
  18. Drakkonis

    I'm basically running through all of Casper's plugins (that aren't alpha/beta) since he's got a...

    I'm basically running through all of Casper's plugins (that aren't alpha/beta) since he's got a site that has them all in one place. That's just the first one I ran into that didn't crash but didn't work out of the box either. lol
  19. Drakkonis

    CGMZ_InfiniteColors. It allows a ColorManager call with a color index higher than 31... but MV...

    CGMZ_InfiniteColors. It allows a ColorManager call with a color index higher than 31... but MV doesn't have ColorManager and RETRO doesn't use it unless a plugin tells it to, so I had to make the default system route through ColorManager if needed.
  20. Drakkonis

    New RETRO milestone. First function addition that exists SOLELY for compatibility with a single...

    New RETRO milestone. First function addition that exists SOLELY for compatibility with a single plugin. First, but I KNOW it won't be the last. lol

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Daz3D has the weirdest number scheme for model generations...
Genesis 4 is the 4th generation and oldest currently available, Genesis 1 is the 5th generation, Genesis 2 is the 6th, 3 is the 7th.... And then it goes Genesis 8. So 4, 1, 2, 3, 8. So when looking through there store you have to remember that sometimes they'll say 6 but they mean 3, and vice versa. :kaoswt:
Would opening a topic with the tutorial be interesting?

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