My project files are version 1.0. Been putting off updating because they're heavily modified.
My code is missing the
so I'll try that. Thank you! If it doesn't work I already have a workaround.
I have my Game_Timer run the following code on expire:
This removes the timer and gives the player a Game Over, but it only works in battle. I'm trying to get it to also work on the map screen. I tried running...
I'm talking about the formation option that's in the default menu. It seems like it just changes the order of the characters in the menu/field/battles. Does it actually affect anything else, like how often characters are targeted? Just asking out of curiosity.
Don't worry about it. Thanks for taking the time to look into this. I'll wait as long as it takes, and if I get to the part I want to use this for before that, then I'll just make an animated tile for it or use the step animation method.
Not sure if this helps, but this plugin:
Green and Blue with clouds: Parallax (bottom layer)
Dark gray: Wall with transparent window (A tiles)
Light gray: Floor (A tiles)
Yellow lines: Rain animation
Red square: Character
I don't have a screen because this is only a concept right now, but I know how to execute it because of...
First of all, I want to say that I love this plugin because it fixes the bug in default MV where entering the menu makes animations disappear.
One question, though. Is there a way to have animations play beneath the tileset, but above the parallax layer? I want to have a rain effect outside a...
That's too bad, cause animations are way more flexible and have better performance than pictures in the default engine. I imagine the solution has something to do with saving the state of the animation and preserving it until the menu is closed.
Anyway, nice job on the script. The depth feature...
I'm assuming both of these are simple script edits, but I just can't figure them out.
For the first one, I want the battle status window to stay on the right when the player is done entering commands. By default, it centers itself when the command window closes. I've looked over the functions...
I want to have enemy state icons drawn the same way as the player characters' (in a straight line of up to 4 icons) rather than flashing between icons. I'm pretty sure the solution is editing these two functions in rpg_sprites.js (Sprite_Enemy):
This is the function for drawing player...
That's exactly what I needed. Thanks. Editing those lines in rpg_core.js actually won't work if you're using Yanfly's Message Core, but all you need to do is edit a nearly identical line in that script.
I want to change the gradient bars in the Core Engine to draw their gradients down/up instead of left/right, and I'm pretty sure that the solution is editing something in this block of code:
But I don't know exactly which part of it. I'd really appreciate it if you could help me.
It looks like the default text outline in RMMV is a darkish gray, but I'd rather have it be closer to black. I can't find where the color is defined in the default scripts, though, and Yanfly's Core Engine or Message Core doesn't let you change it, as far as I know.
I'm trying to figure this out on my own, but I'm not so great with JS. Could be helpful for anyone who wants to do it, though.
Basically, you need to change the function of timers in battle from aborting battle to turnStart. This is easy to do. Just swap the abort function for the turnStart...
It has now gotten to the point where I need detailed excel spreadsheets to track where every individual enemy on the map is, what type of enemy they are and how many rooms you need to pass through to make them respawn.
I'm simultaneously proud of my diligence and would never wish this torture on even my worst enemies.