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  1. SuzuPazuzu

    JavaScript questions that don't deserve their own thread

    I'm using Noto Sans Mono Regular as my basic font for values, and I'm trying to change to Noto Sans Mono Black. But the same thing happens even if I try to change to a font such as Arial.
  2. SuzuPazuzu

    JavaScript questions that don't deserve their own thread

    They're from the same font family so I'd be surprised, but more relevantly, even if I change the font size (this.content.fontSize) right after changing the font, nothing changes. Scratch that, this.content.fontSize actually appears to be changing the y position of the text??
  3. SuzuPazuzu

    JavaScript questions that don't deserve their own thread

    Good question. That's what I tried initially but it always resulted in this, and I have no idea why.
  4. SuzuPazuzu

    JavaScript questions that don't deserve their own thread

    (MV) Hey y'all. I'm using DreamX's extension to the Yanfly battle status window and I have everything *mostly* tuned how I want, but I'm having a little trouble with a specific edit. Currently I have my TP bar set up like this: Essentially all I want to do is manipulate the font for the TP...
  5. SuzuPazuzu

    RMMV YEP Buffs & States Core - Increase icon size and decrease speed

    That's what I mean by repurposing the snippet, using its general design regarding drawing the bitmap at x*x size, and rewriting it to apply to the battle scene and state icons. It works with items in the item/shop menu currently, but I believe the latter part of the code could possibly be...
  6. SuzuPazuzu

    RMMV YEP Buffs & States Core - Increase icon size and decrease speed

    It's specifically the State Icon handling for the icons which appear above the battlers' heads, as per the video link in the OP. This is handled via both YEP Buff & States Core (~Line 1920) and rpg_sprites (~Line 1600). From looking through the code, I would assume that the right place to make...
  7. SuzuPazuzu

    FREE REQUEST Plugin Support & Development (MV/MZ)

    I wonder if you might be able to help with the request posted here? Whether this is via an additional small plugin or via editing an existing plugin, the details are all within the linked thread. No time restrictions whatsoever. Thanks regardless!
  8. SuzuPazuzu

    RMMV YEP Buffs & States Core - Increase icon size and decrease speed

    I'm now trying to see if I can repurpose the code from YEP Item Core which draws large icons in the item window. Trying to find a way to get it working within either YEP Buffs & States Core, or in rpg_sprites.js Currently coming up empty, and I'm unable to get it to work. I'll include the code...
  9. SuzuPazuzu

    RMMV YEP Buffs & States Core - Increase icon size and decrease speed

    Correction: The state/buff icons are a feature of YEP Buffs & States Core, rather than YEP X Visual State Effects. Still unable to solve the problem despite this. Post edited to reflect.
  10. SuzuPazuzu

    RMMV YEP Buffs & States Core - Increase icon size and decrease speed

    Currently using YEP Buffs & States Core to display a ticker of states, buffs and debuffs on allies and enemies. However, I've gotten feedback that the icons in their default size are too small and too fast to parse comfortably in combat. States are very important to my battle system, and I want...
  11. SuzuPazuzu

    JavaScript questions that don't deserve their own thread

    Using YEP StatusMenuCore and I'd like to insert a line of white space between the Level, Health, & Mana parameters and the other parameters (where the red line in the following image is.) How would I go about this?
  12. SuzuPazuzu

    RMMV Function within a plugin which performs at the start of every battle turn

    Your help was much appreciated, thank you very much! (Not sure how to mark this as solved, but it's solved)
  13. SuzuPazuzu

    RMMV Function within a plugin which performs at the start of every battle turn

    Solved it I think. It doesn't currently define lastMotionType anywhere in the enemy code, so I've added a this.lastMotionType = line to every instance of success in the PlayAnimationOnBattler() function. Currently, it *looks* like everything works as intended, and enemies will only be issued a...
  14. SuzuPazuzu

    RMMV Function within a plugin which performs at the start of every battle turn

    See, I did notice this, and I've edited that piece of code to transition to an appropriate motion instead of walk every time. Which is weird because I couldn't find where in the code it updates the motion normally (for things such as abnormal, dying, etc). As far as I can see, it has code for...
  15. SuzuPazuzu

    RMMV Function within a plugin which performs at the start of every battle turn

    I had intended "condition" as in a conditional statement, now realising that can get confusing with RPGM. Anyhow, this seems to do exactly as I needed. If you want specifics for consideration, I'm using the MV Dragonbones integration (yanfly friendly) and ran into a bug where the plugin...
  16. SuzuPazuzu

    RMMV Function within a plugin which performs at the start of every battle turn

    Currently trying to resolve a bug with a plugin, and I've had the idea to circumvent the issue by making the plugin do some comparisons and make some calls at the start of each combat turn. I want it to run this function exactly once at every turn, as soon as a turn "ends", and the player...
  17. SuzuPazuzu

    JavaScript questions that don't deserve their own thread

    I'm using the Dragonbone integration for MV, and for some weird reason it won't play the various motion aside from damage and idle. There's a function in here which returns the battler to idle which is what forces the battle back to idle after taking damage, but if I remove that, it stays stuck...
  18. SuzuPazuzu

    JavaScript questions that don't deserve their own thread

    (For MV) I want to change the x anchor in rpg_sprites.js for state icons (seen in the code below), but I want to make the anchor value variable on whether the battler is an actor or an enemy. Is there a simple if,else condition that would check if the current this being affected is an actor or...
  19. SuzuPazuzu

    RMMV Dragonbones integration interfering with sprite flashing & colour effects (solved)

    I'm currently using the dragonbones 2d animation integration plugin for MV (found at: https://forums.rpgmakerweb.com/index.php?threads/rmmv-dragonbones-2d-animation-integration.81027/ ) I was noticing that for some reason, my normal non-dragonbones enemies weren't flashing, or responding to any...
  20. SuzuPazuzu

    RPG Music Pack - Free Commercial Use

    I'm loving your music. I hope you don't mind if I end up using some. I will credit you, of course. : )

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