Wow! This thread is an absolute gold mine, your work is stellar!
I was wondering if there's gonna be a running/galloping animation for the horses ;)
if not it's all good, just hungry for more amazing content from you! lol
Having a bit of an Issue with Quasi's plugins...
if you press the mouse to move, it's fine, but if you hold the mouse down, it's jittery as all hell.
and I honestly have no idea what to do...
I've tried running it with just quasi plugins, messing with the parameters, running it at default...
So, I'm currently using Yanfly's option core menu thing, and I was wondering how I would add SRD's windowskin, font & language options to it.
I get how to add custom options, the problem I'm having is having the option display what it's using (Windowskin option showing which one is...
So, I'm working on a costume system thing in my game, and was wondering if there was a way to change the bust that SRD's bust and icon menu calls with a script call or something?
does anybody know how to do this? or if it's even possible
Okey dokey, well I don't have any save files, so I'll just skip right to the screenshots
and then the RPG_core thing, I think is rpg_core.js v1.6.0 (Hopefully this is what you're looking for? If not, I'm so sorry I'm not really brightest bulb lol)
So, I'm using the Monogatari skill Menu scene, and every time I try to use a skill from the menu itself I get this:
The only plugins I have loaded at this point (to see if it was an incompatibility) are the Monogatari SceneMenu, SceneItem, and SceneSkill
WOAH! This is amazing! I hate to get greedy when it's already this amazing, but is there any way to make it compatible with movement scripts? (VE Diagonal movement, Galv pixel movement, etc etc)
Anyway, fantastic work!
So, I've run into a slight issue with the Monogatari menu's from Moghunter (https://atelierrgss.wordpress.com/rmv-monogatari/) and using Yanfly's Party System (http://yanfly.moe/2015/11/20/yep-29-party-system/)
The problem is that even when characters aren't in the main party;
added a much simpler combo system that doesn't rely on a bunch of inputs. your basic attack can do 3 different moves with varying damage and you have a set rate to combo them. it's more like FF12 now or the Double attack from Xenosaga 3 (except it can do way more than double lol).
Well, for anyone who cares, Simone has been eating her prescription food for a few weeks and I’m cautiously optimistic it’s helping her quite a bit. She still hasn’t put on any weight but she’s not getting sick every day (has even gone a week between sick days).