Thanks for the response ^_^ Unfortunately for me I'd really rather it was a legitimate substitute (with the actor moving to block the other member, etc.)
I found this: https://raw.githubusercontent.com/triacontane/RPGMakerMV/master/SubstituteExtend.js which seems to allow what I want, though I...
Hello all, it's been a while!
I recently made the transition from VX Ace to MV and began making a sort of 'practice project' as something short and sweet for my friends to play. However despite finding the new plugins system miles better than VX Ace's scripts, I can't seem to quite find what...
Can you change directional passability of A2 Tiles? :S I clicked it but there's no dots or arrows to signify any ability to change that? I just checked the rest though (B-E) and they're all passable in every direction.
1) Thanks for the response! :) I was in such a narked frenzy that I forgot to mention that I'd already checked the B-E layers for any rogue X's and all of the blank tiles have O's in them (though it sounds like all blank tiles should be stars instead?) and the top left in B is a star. I didn't...
Greetings! I've been in the process of remaking my game from the ground up, using most of the resources I was in the previous version but with whole new map layouts and more efficient event design and all that.
I have run into a rather unexpected and frustrating problem in which one of my...
I found a work around for this but I have another problem with the same script.
By initially disabling the script (setting it to 'false'), it allows me to keep the default formation screen, where I can freely move the characters. However when I go to my NPC, the NPC has a script call for...
Thanks :) I changed all the things like the post suggested but it made no difference :( I'll double check tomorrow when I have more time. But it's not looking good :(
Greetings! One of my favourite scripts is this one as it comes close to replicating Suikoden's system of being able to talk to an NPC to change your party. However I'm having some problems that I'm unsure as to why they're occuring.
The script can be found here...
The individual damage cap per enemy one looks perfect :) Thank you so much! I'm a bit distracted with other sections of the game but I'll be playtesting my newest dungeon and boss sometime this week so I'll let you know if there's any problems.
Thank you in general for helping with all of my...
I had a thought.
After the player has selected their party at the base or someone joins/leaves the party via eventing, the game could then set a variable Party Member 1, 2, 3, 4 etc. to the Game Data for those slots. Then, my cutscene events (which would be called 'Party Member 1, 2, 3, 4')...
That sounds great,\. but I assume it applies to all enemies rather than individual ones? For example, if I wanted regular enemies to suffer regular 'On Fire' damage but the bosses to have the damage cap, would that be possible? If not then it doesn't matter, as it would make enemies a little...
Hey ^_^ So I ran into a minor problem that I think I might need a small script to fix.
I have an 'On Fire' state that most fire spells have a chance of inflicting. It deals more damage over time than Poison, but unlike Poison, it will be removed after X number of turns or X number of steps...
Sorry for the delay on responses (and for potentially causing argument? :( ).
I decided to plough on with current demo and come back to this particular issue a little later. What I might do is test these scripts in a separate safe environment (an otherwise empty game with just a few thrown...
Oof, I'm sorry, I have no idea what to do with any of that, where to put it, which parts to edit etc. :( I'm useless at reading and understanding script. I generally try to avoid it where possible unless it's just a straight copy-paste job, lol.
Something like that sounds good. I'd need the main character to always occupy a specific event spot which would probably be hard, but then there's how the 3 remaining events would recognize the other party members and change the graphics, ignoring the main character (whatever slot he's in). I've...
Dialogue isn't really the issue. Every cutscene/event can have ' 'if X actor in party' commands and then dialogue accordingly.
The main issue is the graphical sprites that appear in the cutscene and making those sprites match the current party members without any duplicates or overlapping etc...
Oof, I see what you mean. :( That's kind of heartbreaking. I didn't expect this of all things to be what ruins my game but it very well could be. Having a large cast of freely interchangable characters is one of the bigger appeals in the game and I'm going to the trouble of making many scenes...
Thanks for such a fast response! :)
So I make an event for each actor, hidden off-map, and then after fading out, teleport the ones I need to the relative spots?
This sounds good and would definitely solve my main character problem since the player would be invisible and I can use a dummy...
Hey! So I've been trying to wrap my head around cutscenes and I'm coming up with walls.
My game has a main character (as most do) and a wide variety of cast that can be recruited. Also like most games, the player can shift the order of the party around to suit their preference, and my game also...
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