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  1. (Solved)

    Nevermind, i fixed it. Not sure if this is the correct forum for this. https://galvs-scripts.com/2016/09/13/mv-map-projectiles/ How do I pass an event's ID to a script inside a movement route? I'm using Galv's Map Projectiles, and I'm trying a get an event to spawn projectiles at itself, so...
  2. One of my enemies doesn't disappear on death.

    That solves the problem. Thanks.
  3. One of my enemies doesn't disappear on death.

    Here are screenshots of the enemy and three different versions of the skill that all have the same effect.
  4. One of my enemies doesn't disappear on death.

    So I made this enemy, which is basically a missile with a face. It attacks by exploding, dealing damage and killing it, which should cause it to disappear, but doesn't. This is the only enemy that doesn't disappear properly, and even then, this only happens if it dies to its own attack. EDIT...
  5. Event Sprites disappearing while running Common Events.

    So I have a number of events in game that work by making calls to Common Events, but for some reason their sprites always seem to turn invisible while the Common Event runs. Example Every save-point I have works by calling a Common event called "Save" which displays some text and then opens...
  6. How do I change how long battle messages stay on screen?

    I've found that messages in battle ("___ used X skill!") don't stay on screen long enough between actions. Has anyone else managed to fix this?
  7. Pausing a specific event for a specified amount of time

    Oddly enough, that worked. I had thought that I had already tried that and found that it froze the game for that time.
  8. Pausing a specific event for a specified amount of time

    I currently have enemies handled through map events, and I want to set it up so that the when the player runs away, the enemy will stop moving or interacting with the player for a time afterwards, allowing the player to run away. Does anyone know a good way to do this?
  9. (Resolved) Has anyone managed to get SRD_TimedAttack to work for enemy attacks?

    Never mind, the issue I was having was the result of a conflict with Yanfly's STB plugin.
  10. (Resolved) Has anyone managed to get SRD_TimedAttack to work for enemy attacks?

    So I tried your plugin with a backup version of TimedAttackCore, but it seems to give the same glitch I already have. After looking over the code in your plugin, it seems you made literally the same code change that I did.
  11. (Resolved) Has anyone managed to get SRD_TimedAttack to work for enemy attacks?

    I got it to work by editing out the bit of code that checks if the user is a player character.
  12. (Resolved) Has anyone managed to get SRD_TimedAttack to work for enemy attacks?

    I'm trying to set up an active defense system using SRD_TimedAttack, and while I have managed to work for the first enemy attack in a round, each enemy after the first ignores the system entirely. If anyone has a better understanding of how the plugin is coded, can I get some help?
  13. Active defense system

    Does anyone know of a good active defense system plugin that let's the player time a button press to block incoming damage? BTW: I've looked into this: http://sumrndm.site/active-defense-core/ which doesn't do what I want at all.
  14. Checking if item is key..

    I was just looking for a way to count the number of non-key non-equipment items.
  15. Checking if item is key..

    How do I check if an item is a key item? I've been searching through the .js files, but I can't seem to find anything.
  16. Resetting Map Events

    that does work, though it looks a bit weird to have enemies reappear only after taking a step into the level... maybe it's better this way though...
  17. Equipping items question.

    1) you can with plugins: 2) that has nothing to do with the question, as (actor.param(n) + item.params[n]) is still the addition of 2 integers and follows all the relevant math rules, regardless of what the engine says is the minimum value for the parameters.
  18. Equipping items question.

    I'm trying to alter the equipping code so that the player can't equip an item if doing so would reduce a particular stat below 0. I thougt I would add a line to the canEquip function in rpg_objects, so that it would return false if the item would (you get the idea), anyway that resulted...
  19. Resetting Map Events

    OK, so I tested it out and there's a big problem: it only resets events in the current map.
  20. Resetting Map Events

    So I've got enemy encounters setup as events on the map, and I'm looking for a way to to setup an event that resets them. Does anyone know a good way to implement this? BTW, I don't want them to automatically reset every time the player switches maps. Right now I'm thinking that I could have...

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Have spent too much time hammering out with a friend just how to make a reoccurring enemy that permanently learns skills you use against her.
I know what I want in a loose sense. Maybe I should just make a post asking for opinions and suggestions.
Shoot Enemy Off-Screen, Run RPG Maker Game as a Web Server, & Thai Keyboard | RPG Maker News #109

Some people have too strong of an opinion about what maker is the best, I've seen discussions like:
- I prefer VXAce because I like the style of the RTP better than the older releases
- You're worse than Hitler
My number one take away from this game jam is to make small games that are as polished and bug free as possible. Far less dev time, and if the game flops, it matters less because my time investment is much lower. Also, whatever ambitions I have... aim for about 10% of them. They are clearly too high, and will involve stuff that likely won't matter.

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