I use LeNotifications which makes the "You leveled up" "You gained xp" "You got item name" messages after the fight redundant. If I remove the text from the "terms" tab it still gives me a blank page. I'm looking for a plugin to disable them.
I use LeNotifications which makes the "You leveled up" "You gained xp" "You got item name" messages redundant. If I remove the text from the "terms" tab it still give me a blank page. Is there a way to disable them?
I'm trying to make a timed battle. The parallel event that handles what would happen if the time runs out takes priority over everything. I tried adding a swtich after the battle to the battle event, but it's ignored. If the enemy dies, but I'm not fast enough the leave the menu the time limit...
They didn't work, unfortunately.
Procraftynation takes total control of the player's speed, it doesn't know what to do with equipment that raises the player's speed for example.. and I couldn't find any way to mess with the weight variable, either.
Limited Inventory gives me an error when I...
I'm trying to implement a weight system into my game, and I can't find a plugin that works and does what I need.
-I need it to display the current weight in the inventory (Something like this: https://ibb.co/c2FRmjz)
-The ability to assign weight values to items/armors/weapons via...
The two items have nothing to do with each other basically, but both of them can be used in this case and have a seperate outcome. The player may have one of them or both of them.
It's easy to do if I don't touch the Select Item command, but I want to be consistent.
For exampe, there's a glass of vine you need to poison. You got two items you can use: Rat Poison and a Cursed Powder.
Select Item only allows you to select one correct item at a time. Is there a way to circumvent that?
Is there a way to show the animation of the spell that's reflected back to the attacker? For example, if an enemy casts an ice spell on me the animation of that ice spell would hit the enemy before taking damage.
I made a spell that transforms the player into a random monster. When the player becomes an imp for example, I want all imps to no longer be hostile.
If I use self switches the defeated imp (which should be gone) reappears once the "transform" switch becomes active and if try to erase the event...
I have a problem with making a spell that teleports the player to a safe location. I've already made it work outside of battles but it fails to execute the transfer command when I cast it during a fight.
Can someone help me out with this?
I've been working on something on and off for a few years now, and I've been reluctant to share any details on the project before I had anything playable because I did not want to generate hype only for the project to go back on hiatus. That being said I believe what I'm working on is very unique and pushes the boundaries of what RPG Maker projects can be. Bold claims, I know but just wait.