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  1. ulosbal

    RMMZ Jump designation with variables

    Here, what do you think? Char Id = who jump? -1 = player for the moment it does not work
  2. ulosbal

    RMMZ Jump designation with variables

    I have already tested it, it is a logic that I do not yet master. I don't understand what its variables refer to.
  3. ulosbal

    RMMZ Jump designation with variables

    JorgeMaker, How? can you explain to me?
  4. ulosbal

    RMMZ Jump designation with variables

    Eliaquim, JorgeMaker, thank you I don't know the x, y of my events, I don't know its identifier (spawn event) I will look for them, they are stored in these two variables (47, 48 in my case) 47, 48 it's not a position, I wanted a formula to get them
  5. ulosbal

    RMMZ Jump designation with variables

    hi! Eliaquim, it jumps to a different coordinate, in my case 47 = x of this event, 48 = y of this event 47 and 48 are the variables I want to look for for my jump. I was wondering if we can do this with the jump:
  6. ulosbal

    RMMZ Jump designation with variables

    Thank you #Eliaquim for the moment it does not work what does not work?
  7. ulosbal

    RMMZ Jump designation with variables

    Hello, It's possible in “transfer player” to use designation with variables, and for jump no… It's possible to do this in javascript? (I don't find a thread in this topic)
  8. ulosbal

    OcRam - Time System plugin (for MV)

    @Trihan Yes, this is what I tried to do in parallel process. I wanted fireflies to appear at 11 p.m. But I'm doing it wrong. Once that was understood I could apply it to other things.
  9. ulosbal

    OcRam - Time System plugin (for MV)

    Hello OcRam, thank you very much for your plugins! :cutesmile: Can we trigger an event from an hour, a day? If yes, how? Can someone explain to me?
  10. ulosbal

    LunaTechs MV/MZ Plugins & Tools

    Hello! For the limitation it's good for games where you have to find a more optimal bag! :cutesmile:For me, it would be nice to be able to also deactivate the confirmation window, (a simple click on the object is enough) and to be able to transform the graphics of the windows.
  11. ulosbal

    Particle Emitter - easy making particle effects in MV!

    @DarkSearinox92 I know, I hope he gets a notification, as an encouragement.
  12. ulosbal

    Particle Emitter - easy making particle effects in MV!

    Hello Tsukimi-neko, can you give some news? Your script is so precious to me! I can't find an equivalent. With the new command plugins from MZ it could be powerful!
  13. ulosbal

    Tutorial-Blog Eventing a Push/Pull System

    @hiddenone Yes I have already tried different number of frames until I have too many! nothing works. I am so close to the goal ... edit: to solve my problem I did this:
  14. ulosbal

    Tutorial-Blog Eventing a Push/Pull System

    Thanks @caethyril that did not solve my problem ... :/ But by adding a few frames at the start of the loop prevents the player from sliding when you press the arrows before the space bar. (it was another problem I had)
  15. ulosbal

    Tutorial-Blog Eventing a Push/Pull System

    Pushing works very well, I have a problem with pulling the player moves, not the event.
  16. ulosbal

    Doing More With Script Calls (Proximity, Chase, and Puzzle Events) - MZ tutorial

    @Rubescen, Thank you so much! it took a little while to apply, but I got there in the end. !$gameMap.event(x).canPass($gameMap.event(x).x, $gameMap.event(x).y, 2) Is there a way "he" can find the event number, if the script is in the event? $gameMap.event(???) I found!: this._eventId...
  17. ulosbal

    Doing More With Script Calls (Proximity, Chase, and Puzzle Events) - MZ tutorial

    @Rubescen Thank you! for this tutorial, do you know how to write the following condition: if an event / player cannot move down/right/left/up
  18. ulosbal

    LunaTechs MV/MZ Plugins & Tools

    @LunaTechsDev More articulated on the window of the items, without limit of these. I make an image it's simpler. It is of course a personal desire. personally I would like this to replace the default inventory and only use this one.

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