Set the "death" state (the first one in the States tab of the database) to be removed after battle under the "auto removal" options. Removing the...
I'm working with some of the sprite-drawing code in the SRPG_core plugin, and specifically trying to get the range indicators to draw under the...
@big_noob So, technically, that's because the prediction window runs the damage formula, which includes running the parts that trigger effects....
@VinDeagle use the victory/defeat conditions extension and make a custom default condition based on a flag you can manually trigger via an...
@Myers & Sparks how are you triggering the escape? I used the "escape" effect on a tile trigger, and it worked fine. Meanwhile, the "escape"...
No plugins involved. Just go into the project folder.
MV's battle backgrounds are made of two layers, though you don't have to use both. In your game folder, the images are stored in /img/battlebacks1...
That's what the "Equip Weapon" and "Equip Armor" traits are for, as well as the weapon / armor types. In D&D terms, every weapon would be its own...
@MetalKing there's already plugins for enemy classes that exist and should work fine paired with SRPG core, or might need at most a compatibility...
@Sissel Cabanela was not planning to, as I personally don't like to use that system. I suspect you'd want to define a new battle phase that runs...
Yeah, that's probably not something you'd want to push into the master branch, unless it's universally applicable. My changes are, aside from a...
So, I've put in my proposed changes to SRPG_Core for review on the original GitHub. Once those have been integrated, I'll be able to push forward...
You're setting one actor's name to the entire actor object of the other. Try setting it to $gameActors.actor(3).name() instead.
My "at least it works" hacky solution was to grab the function newTypeName() { this.initialize.apply(this, arguments); } declaration of each new...
I see a lot of plugins use the JavaScript module pattern, like so: (function() { //plugin code goes here })(); Unfortunately, if the plugin...
That seems... more complicated, but might be doable in a similar way to implementing Line of Sight- specifically, the plugin I wrote checks if a...
Your best bet is to write or commission someone to write a plugin to just use the damage popups from the battle scene on the map scene- I did a...
I̶t̶'̶s̶ ̶p̶o̶s̶s̶i̶b̶l̶e̶,̶ ̶b̶u̶t̶ ̶y̶o̶u̶'̶d̶ ̶h̶a̶v̶e̶ ̶t̶o̶ ̶w̶r̶i̶t̶e̶ ̶c̶o̶m̶p̶l̶e̶t̶e̶l̶y̶ ̶n̶e̶w̶ ̶s̶k̶i̶l̶l̶-̶s̶e̶l̶e̶c̶t̶i̶o̶n̶...
Not to arbitrary empty cells, since you can only use skills on other units. You can swap positions with your target, or warp to the open tile...
Here we go: An in-progress but largely usable version of MapAttack, and also MoveEffects, a collection of script calls you can use to push, pull,...
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