What do I want to do?
Currently, I try to configure my Custom Status Info Screen for my Items. Specifically, there is an item which is a template for other items (done with Database Inheritance), in which I put the <Custom Status Info Screen> Notetag. The idea is that this allows every item...
Ok, so i wanna do the following:
I want a state which does heal X HP over Y turns, where X and Y are determined by the Skills/Items they are coming from (which i already solved with notetags). Now i want that this state can be applied multiple times instead of just being put on top on the old...
My problem is the following:
I wrote a niche Plugin for my own game to add a new damage type to the game (comparable to "HP damage" or "MP drain"), and for that, i overwrote the method "Game_Action.prototype.executeDamage" while packing the original in "let aliasExecuteDamage =...
Let's say I have an event that should regularly look for the next event with a certain property (e.g. a selfswitch) and then go there. In the visustella engine there is "Move to Event: x", which only works with ID, which means that I would have to write the algorithm for finding the event...
My current problem is that I have no idea what is even wrong with my code, simply because the game doesn't complain if the code doesn't work. It just continues, no matter what I do.
Probably it's just a reference error somewhere, but It's impossible to say because nothing gives feedback. I'm...
That's exactly the thing I need to avoid. Because then they aren't copied permanently. At the moment I need to change the basis mechanic, I need to change every item, and it's pretty much sure that I will miss something when I do that manually. I want, that every item of that category works the...
Currently, I am experimenting with JS notetags and I try to figure out which one I need to do the thing I want to do. I have an item which has no effects directly in the RPG maker engine, but is supposed to have effects inside a JS notetag, so I have full control over what's happening.
<JS...
That's the kind of stuff thats making me prefer writing my own plugin rather than relying on the JS notetags. Because the RPG maker isn't really an IDE for JavaScript in that sense. In Visual Studio Code, I get at least some information in what I try to reference. In the rpg maker I don't even...
My current problem is the following: I want that an Item does make the following things when being used:
First, it reduces TP by the TpCost of the item (notetag).
Then, it increases the MP, HP and EXP by the associated value that is saved in the notetags.
Now I tried it out, but nothing really...
Found out why it didn't work for me, I needed to use call (this) instead of just use the method directly.
https://github.com/Hellinfernel/HellsPlugins/commit/9f995343426d12ebfdea99cf4dee5bee242286e2
thats just because of the notetag copy function, its technically not needed, but helpful for consistency.
yeah, thats kinda the crux, which is why so far thats the only point where i worked with the js notetags. it's not like my current solution doesn't work, it feels just like it's not a...
I think I already saw that thing with the alias methods in other posts, where it's used to ensure compatibility. To be honest, it looks so weird for me that I am just not confident enough to use that. I tried it, but then the game crashed for some reason and I never touched it again. I think I...
My problem is the following: I have a category of items which do all work kinda similar with changed parameters only. Now I think that the way I implemented them is kinda weird, as the effects are all in the damage formula bar, where they don't really belong. This leads to weird side effects...
Yeah, that's pretty much it, but the problem is that I simply don't know where I could see that code. In my java projects, that's not an issue, I can look into the classes of the dependencies, but I don't know how to set up that with Visual Studio Code and the stuff from the MZ core.
Currently, I am thinking about making a plugin for the replacement of the exp formula, however, I have no clue how to search the stuff that I need. What I would need is a guide of how does the formular work, how do level ups technically work and what I need to do to replace the EXP formular with...
Yeah, that's kinda the thing, I do pretty much have no experience with graphical programming and therefore not with blend modes. The only thing that comes kinda close is some experimenting with gimp and the creation of a mask for the extended generator, but that's about it. If you know some kind...
Its not a huge question, but what i wanted to know is what "additive" and "multiply" mean. i tried them out, but they only changed the look of the drops a bit, so i wanted to ask what they do technically.
To be honest, it felt just kinda weird doing it that way, considering you usually want complete control over all the events of a map when you use it as a cutscene. Something like that feels like it belongs to something outside the map and not on the map itself.
the problem is that i did exactly that and it simply didnt worked because i cannot do anything with the event. i cannot even manipulate its movement route, which should be possible. Probably It's because I tried to control its movement route from a common event, but it should work normally.
Might start playing some rpg maker games and uploading the games on youtube. Realistically they're not going to be for views. Just to give anyone some feedback on any games they're working on. So if you'd like me to play and review your game just reply them down here. And I'll upload them on Rpg4MGames.
Ah, so THIS is what it feels like to sleep till I naturally wake up, and not be woken up by an alarm or other unwanted stimuli... holy crap I feel like I can lift a house! XD (Or work on my game)
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