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  1. RMMZ Battle: Ignoring target "stepping back" when receiving damage

    Im afraid, there wasnt enough information provided. I mixed up the terms "motion" and "move". Those tiny animations that an SV_actor plays from its spritesheet (attack, guard, dead etc.) is not what im referring to. Its about the visual step back, i apologize for using the term "damage...
  2. RMMZ Battle: Ignoring target "stepping back" when receiving damage

    Hello Community! im trying to make a skill that inflicts damage, but prevents the target from moving when loosing HP through it. By using VisuStella BattleCore, everytime a battler receives damage, its sprite will step back a little. Especially for a fire skill that encase/enfold the target, it...
  3. JavaScript questions that don't deserve their own thread

    Thanks for your answer! Guess ill try it soon the way you proposed. Hopefully there is the possibility to toggle "backstep motions" depending on the used skill ID (basically the 2nd way, like you supposed). Besides, just recognized my misleading profile and corrected it.
  4. JavaScript questions that don't deserve their own thread

    Hello Community! im trying to make a skill that inflicts damage, but prevent the target from moving when loosing HP through it. Normally, everytime a battler receives damage, its sprite will step back a little. Especially for a fire skill that encase/enfold the target, it feels weird that it...
  5. RMMZ Issue on "Play Animation at Coordinate" by VisuStella Core Engine

    Welp no i didnt. Some "dumbest user possible" stuff that happened here lol. Coordinates, of course... Since some of the MV equivalents of such a command (play animation on map) worked with tiles, my way of thinking was too "occupied" with old ideas. And yes, 900, 900 works the correct way...
  6. RMMZ Issue on "Play Animation at Coordinate" by VisuStella Core Engine

    Hi! I wanted to use the plugin command "Show Animation at Coordinate" from the VisuStella CoreEngine to display animations on map without having to create events or reposition the player. First i tried it in my actual project, but it didnt work (for now?) Since this command is integrated in...
  7. Notification Window

    Hi community, since i am seriously thinking about getting myself a copy of RGP MAKER MZ, i wondered whether there will be a MZ version of this plugin. Yesterday i tried to implement this plugin into the MZ 20-days-trial, in the next step by using FOSSIL-plugin...
  8. Detect Proximity from player

    Hi, by fluke, I have been thinking about something similar, inspired by the Paper Mario Games. You want to put the enemy at a disadvantage before the battle really started by damaging him due to a "first strike" attack, right? Heres my way how i did it by using an item on map on front of...

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Man, the enemies in the new Sonic Frontiers update are totally roided up. I wanted a little more difficulty myself, but Sonic Team turned the dial a bit too far.

At least the new tracks for roaming Ouranos Island as Amy, Knuckles, and Tails slap hard.
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This battle victory screen has been pretty fun to work on. Not only can party members set new personal records for their contributions to the fight, but when they do, the party remarks on the accomplishment!
When you love all your children equally, but the world sees it differently.
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Found an old, unfinished project of mine, where you fight movie screenplays as an up-and-coming actress.
Turns out I used VX way back when. I may need to remake this in MZ, the premise was kinda hilarious.
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Holy crow, logging in to 33 notifications! That was unexpected.

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