Ah well then thanks for clarifying, it's a Trademarked character, and I will have the rights to use them for producing a game specifically for the owner of the character.
I will get the proper documentation from them for use of the trademarked character. Thanks.
Also that's why I'm being vague...
Can we request copyrighted character art from others if we have acquired the rights to the character in question?
And will I need to provide proof of rights to use the character?
I'm not good with pixel art myself but I have been commissioned to make a work with copyrighted characters by the...
I made this example for a different support question but it applies here as well, it's an example of how to get and how to compare an Event's location using variables to get the X and Y of the event
What this exact example does is gets th X and Y coordinates of the event and determins if the...
It wasn't to show you about them acting like in a cutscene, it was to show you that they are not autonomous and they need to be per-map like Shaz was saying.
it's all a matter of variables and switches for when and where you want your NPCs to show up.
In one of my Demos I have you friend wake...
Go to the actor you want, add a trait, go to the Skills tab, seal skill: Attack
This can be done through the actor, class, a specific equip, or even a state.
If you want them not to move at all, put a permanent state on them with the restriction that they can't move.
if it's just an event on the map generally you just need to control variables or switches to get them to run. What is the purpose of the event? I don't see a need to call using a script command except in rare circumstances.
I have made this in VX Ace and have tested it in MV too.
What you need to do is make a damaging skill, then in the effects of the skill call a common event. That common event forces action for the user of the damaging skill to use a buffing skill aswell.
I have done several multi-part skills...
did you stop the event from running after it completed it's task? or is it constantly running with a low wait time? I've noticed that parallel processes can cause lag of even game to freeze in just about any RPG maker if you have it loop over and over with little or no wait between loops.
Yes and No.
You can use a plugin to change the image size limit for the animations, but the plugin will not change the max size that the editor can use.
you will need to manually edit your animations jason file, or use a special editor outside of RPG maker MV to edit the animation file...
a Simple option would be get the X and Y of the event and compare it to set a max X, max Y, minimum X, and Minimum Y and if the event steps on those boundaries it automatically turns around back into it's area.
It's a bit intensive if you use this for a lot of events but it's a somewhat simple...
In addition to what Andar said I gather that you might be turning on certain switches too early. All of your activation of switches is done at the top of your event page, it might be better if you activate new switches at the bottom of your pages instead so everything on the page runs before new...
I wasn't saying that it looks that way because of your settings I was saying it might look that way from stuff being copied from files on computers with different localization, the Engine was developed in Japan after all.
Hmm...you'd think in this day and age, what with Japanese Schoolgirls frequenting anime, JRGs and whatever else...that someone might have made some gym clothes for the generator. You know, the ones with the short bloomers.