that would definitely work, but I'd have to individually go through tons of events where there is any action other than messages, and at the current state of my project, that'd weeks. But I'll take the advice for future projects AND for the upcoming events, just in case. Thanks a lot!
I'd like to hide ALOE_VirtualButtons when an event is running (examples: I talk to an npc and it walks or does any other non-message action /// I have an autorun event with the player walking, etc.).
I can make it hide during messages with the plugin's own parameter, but I can't make it...
I've searched in the forums, but couldn't find any thread about it.
I'd like to improve an actor's healing skills' effectiveness (not only on itself, but also on others) without affecting its damage or any other stats and without having to rely on states. Is that possible?
I've tried all the scripts you said, but the ones without "mrg" crashed the game.
The ones with mrg, however, don't seem to show any number other than 0 and I'm not sure what to do. I've done many tests using items, no actor parameters, 1 mp regen actor parameter, but none gave me a different...
Is there a way to assign MP Regen Rate to a variable? I need that to designate how much mp will be saved depending on the current MP regen rate the player has (it can vary according to the equipments the player is using).
I couldn't find the option in MV's database.
I use SRD_TranslationEngine and would like to know if there is a quest journal plugin that can be easily translated with it (or another way).
YEP_QuestJournal is great, but I couldn't find a way to translate most of the text within it.
I have a moment in my game where I need to force an autosave, but it won't work if the player has disabled it in the menu. So I'd like to have a condition check whether it's on or off, then force an autosave and disable it again in case it was off before.
It'd be similar to this:
I really appreciate it, but they're too many (I even have a battle mode, and I use animated SV enemies, so...). I could ask for your help with some of them.
But I have another problem. I used Pyxel Edit (thanks a lot for suggesting it!) and managed to make it work with 64x64 tiles, but still...
I've searched through many threads, but couldn't find one in which op said it worked.
I've tried changing settings on YEP's Core engine, BattleEngine Core, Animated SV Battlers and rpg_managers.js.
None of them flipped the actors. I also tried to simply mirror the sprites, as suggested in...
Could not for the life of me figure out how to implement the dual/triple techs in Touch the Stars in a player-friendly way. Was describing all the problems to my wife and just rubber-ducked a solution that should work brilliantly.
I think I'm going to make each equippable item in my fantasy RPG grant a skill while its worn (in addition to the character's learned skills). Equipped gear that might be weaker in stats can still be useful in certain situations if the skill they grant exploits a weakness or resists a strength in the monsters being fought. This could potentially open up lots of build strategies to play with for fun.