You're welcome.
I tend to word my answers in such a way that tries to get people to understand that plugins while a fix for their games, aren't inherently custom built for their games. Thus hopefully leading them to the conclusion that if they use public plugins, it's more about they're own...
So whether or not you go into coding or not with your system, to get the best menu. You need to have a clear idea of what you want for a menu. A solo menu could just have the items and save as the only options to everything under the sun. So a better way to look at this, is to figure out what...
It's not going to work like that.
For lots if reasons
1. You're code in the damage formula is wrong, like with what's written doesn't make sense.
2.Common event always happens after the damage formula.
If I understand what you want,
There's a 50/50 chance the user dies or the target dies...
1. This is in the wrong place.
2. Put this in the damage formula box(make sure it's hp damage or one of the others except, none):
b.die()
If the above code doesn't work do this;
b.gainHp(-b.hp);
This will kill the target of the skill actor or enemy.
@darklugia1997
I'm working on a plugin that does a bit more than that.
But It's in very early development. Back in MV there was a plugin that did something called Independent Items, and I'm doing my own version, built into an basic backbone of redone inventory system.
there's a bit of work to...
Hopefully something on plugins, like info for coders.
I'm planning a plugin making series, were I show the audience how to make a plugin, with programming theory. Ie a lecture then show/code series. Where the entire series will include how to make a plugin from start to finish.
I'm planning on...
I've said this multiple times, MV 1.6.0 had 2 updates.
1. was the code
2. The other was the engine
And sooooo many people had to roll it back(1.6.1/1.6.2 is the just code changes, no engine update).
If they can't even do a simple update without breaking the entire engine for people to use,
why...
OMG, someone who gets it! I remember when MV was announced. And the freak outs, and storms where seeing, is just the same thing with a new coat of paint.
Oh...
I see.
From what it looks like we get MV mapping, this:
And XP Mapping, this:
And we can switch between them.
Ie we can do maps like we do in MV or do them like we do in XP.
Hmmm...for those who are complaining.
about updates for MZ.
As someone who saw VXA -> MV.
The engine got a new coat of paint but interms of features from VXA -> MV, that a non coding users can get:
Added TP Commands
Added Plugin Commads
A few new conditions to events
Plugin Manager
Usage on...
On plugins you could use Plugin Parameters instead of notetags, though I would argue that doing it easily wasn't really untill 1.5.x.
And when I say instead, I mean using plugin parameters to do the work that notetags would do by specifying what item is going to be changed.
As for who decides...
I put my money on 3+ layers.
Especially if they add MV Trinity Features.
One of MV Trinity Features was Foreground & Background parallax.
Basically a Foreground is a fog layer.
(XP had a built in fog layer & 3+ layers, strong feeling that XP mapping system in it's full glory is coming back, but...
Honestly I see us getting MV Trinity Features:
System Database improvements:
-4/8 directional movement
-Horizontal/Vertical Command Menu Choice
-Still have the choice of Side/Front View, but with the additional options to have both(in the same game)
-Visual Novel Format
Others:
-Extended...
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