Search results

  1. marbeltoast

    RMMV How do I make an if statement check a game data value in a subroutine

    Thank you all so much for the assistance! I was unaware that there already existed a plugin which would allow me to achieve this end goal. No offence or condescention taken; I'm here to learn and improve, and even though I need not make changes here and today, knowing how to make changes should...
  2. marbeltoast

    RMMV How do I make an if statement check a game data value in a subroutine

    Okay so I'm 100% certain that everything I say here is going to be some flavour of the wrong word for what I'm talking about so just bare with me while I clumsily stumble: I want to make my game check the value of the party member before deciding whether to draw an MP gauge, a TP gauge, or...
  3. marbeltoast

    Is there a TP/MP display controller plugin?

    I recall playing Lisa: the painful and seeing that, of the many different party members, some had MP displayed, but not TP, and some TP but not MP, and what have you. Was this achieved by a plugin, and if so, which one? If this was not, is there regardless a plugin that could achieve similar...
  4. marbeltoast

    Apply state based on 0 MP at the end of the turn

    Sorry I'm so inept with this stuff, but the third page lists only 9 options, either "entire troop" or 8 hard coded destination enemies. I'm not sure how to combine the non-specific "$gameTroop.members()[number].mp < 0" with the specific "Enemy 1", "Enemy 2", etc. Edit wait do I replace number...
  5. marbeltoast

    Apply state based on 0 MP at the end of the turn

    I don't really work with the "gameActors" function much. Does this also work for enemies? I'll be honest, I've already got a way to apply it to party members (it does the job but it could potentially be sped up) and now enemies is the crucial part.
  6. marbeltoast

    Apply state based on 0 MP at the end of the turn

    Hello fine folks, I want to be able to have each battle in my game apply a state at the end of each turn to any and every actor who has 0 MP, be they party member or enemy, in MV. It's a specific state. This code will run at the end of every turn in every battle, so ideally we want it to be...
  7. marbeltoast

    Options menus, accessibility and content warnings

    Don't get me wrong, I understand where you're coming from. It's just, have you read the prior comments where I said that what I'm looking for in this thread is ideas of other accessibility options? Maybe I should edit the original comment to include that information, but basically, I want...
  8. marbeltoast

    Options menus, accessibility and content warnings

    I think our disagreements have reached a natural stopping point. It is, indeed, a trade-off, between having deep player connectivity, or having a broader range of potential players who have more seperate experiences. It is a trade-off that I think is worthwhile; after all, I can't know for...
  9. marbeltoast

    Options menus, accessibility and content warnings

    Okay, this part was my fault for putting both the content warnings AND accessibility features in the same thread. They are different issues and are being dealt with in different ways, and the "they can play too" part is really more about physical or mental impairments that prevent a player from...
  10. marbeltoast

    Options menus, accessibility and content warnings

    I think I understand what you are saying, but I don't think it really applies. The trouble with this is that it assumes the aforementioned "assist mode" feature was like an ordinary easy, medium, hard difficulty slider. "Assist mode", in Celeste (the game that I am basing a lot of my difficulty...
  11. marbeltoast

    Options menus, accessibility and content warnings

    I certainly understand the logic of your argument, but riddle me this: what is the difference between this argument and the argument for the exclusion of an easy mode in a hard video game? Some would argue that difficulty is part of the story of, say, "Celeste", as it is thematically a game...
  12. marbeltoast

    Options menus, accessibility and content warnings

    Okay, I'll be honest with you: I pulled epilepsy out of thin air as a generic example of the sort of thing I went in to this thread looking for: specific issues that people who aren't me have with media. I did not expect it to become a major talking point. I never planned to even have flashing...
  13. marbeltoast

    Options menus, accessibility and content warnings

    How do I know when my players start to complain? The obvious answer is playtest, playtest, playtest, but even that isn't going to catch everything. You've only got one chance at a first impression, and many players don't come back to see if a game they tried once and didn't like has improved...
  14. marbeltoast

    Options menus, accessibility and content warnings

    Clearly you and I have played very few of the same games. In the menu, there will be a list of multiple options, with one option separate from the others; at the top. They are all on/off toggles. All of the options which are grouped at the bottom will pertain to a specific aspect of content...
  15. marbeltoast

    Options menus, accessibility and content warnings

    Hhm. I don't really disagree with what you're saying here, but I was more hoping that people who have specific needs could come forwards and describe ways that games could better cater to them. Let's go point by point: In my context, it might not be essential, per se, but if it makes life...
  16. marbeltoast

    Options menus, accessibility and content warnings

    Howdy folks! I've been busy cracking away with the yanfly options core plugin and building a more comprehensive options menu. I'm here because of accessibility options. Now, we all know about colourblind modes and epilepsy friendly modes, but for one woman bands like mine, knowing what sorts...
  17. marbeltoast

    Force sideview battlers to use animations other than "skill" for skills. (Yanfly Plugins)

    It may take me a little while to process this, but it looks like it will solve my problem. Thanks!
  18. marbeltoast

    Skill trees and the one right path problem

    I don't think the "one best path" problem is inherantly a bad thing. As a life long min-maxing munchkin, part of the fun is culling the wheat from the chaff, mechanically speaking. If the options are sufficiently different to be distinct and unique, then one will inevitably be better than the...
  19. marbeltoast

    Force sideview battlers to use animations other than "skill" for skills. (Yanfly Plugins)

    Hey all! So, here's the situation: I'm trying to get sideview animated enemies (who I have using custom spritesheets that I've made by combining a couple of different plugins (will list all relevant plugins below)) to use one of the other animation options ("thrust", "chant", "abnormal", or...
  20. marbeltoast

    Send player to the location of a specific spawned event (MV, Yanfly Event Spawner) [RESOLVED]

    It could work. I'll give it a go and report back. EDIT: This worked perfectly. Cheers, pal. I'll call for this to closed now.

Latest Threads

Latest Posts

Latest Profile Posts

I've been working on a game called "Eternal Sunset". Is there anywhere here i can "show it off" maybe? Wondering what others think.
What do you do when there are lots of offers online but you don't have even a slight chance of ever playing those myriads of games?
Ugh, mispelled my username.
Today I named a random character "Kneeji" because there's plenty of Shinjis but no Kneejis. I'll have to consider Elbowji later.

Forum statistics

Threads
136,536
Messages
1,267,307
Members
180,208
Latest member
Setsuisnotavailable
Top