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.
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??
(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...
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...
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...
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!
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...
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.
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...
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?
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...
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...
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...
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...
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...
(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...
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...
Maybe it's just me...but it feels like everyone else has perfectly normal and respectable game threads except for me and @TESTOSTERONE, whose threads are a mess of discussions and jokes with very little relation to our actual games.
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