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  1. Drunken Paladin

    Long Message Evals

    Thanks everyone, got it all put together now and it's fun doing the Tactics-style gacha rolls, haha.
  2. Drunken Paladin

    Long Message Evals

    Oh man, I completely forgot this feature existed! Thank you! Also, this might be a dumb question, but to ensure I don't get duplicate traits, can I set a conditional to ensure that Variable 2 =/= Variable 1 while set to a script?
  3. Drunken Paladin

    Long Message Evals

    Hey folks, what I would like to do is generate a "character" (not an actor) with random "traits" in RMMV, then write a message listing all of that character's information. For instance, a message containing all of the following: - Randomly-Assigned Name (I'm using this plugin for that--this is...
  4. Drunken Paladin

    YEP Battle AI Help

    Hi everyone, I've been using (and largely enjoying) Yanfly's Battle AI plugin for a while, but there's one persistent issue I can't seem to find a good workaround for. Currently I'm using Yanfly's Skill Cooldowns to force the AI to use the next skill down on the list and create a sort of order...
  5. Drunken Paladin

    Bind Pictures To Map

    So, I'm using this plugin in 1.5.2 still, and for the most part, it works as intended. If it does cause memory leaks, I apparently have enough memory that it doesn't really effect my framerate over the course of a normal play session. But rarely, and seemingly without reason (I can't reproduce...
  6. Drunken Paladin

    Check Vehicle Location

    Thanks for this! I'll play around and try to figure it out.
  7. Drunken Paladin

    Check Vehicle Location

    Is there any way to create a conditional based on the location of your vehicles? I have a game with a lot of different means of transportation, including fast travel. It creates a lot of problems with continuity to have your ship's crew stranded on the other side of the world, and I'd like to...
  8. Drunken Paladin

    Cutscenes With Huge Character Rosters

    The part that I'm still getting stuck on is how the second event is bypassing the first array to only change into the second. The only way I can think of is creating ANOTHER conditional for each array that checks whether it's already in use, so 40 conditionals are effectively inside 40 more.
  9. Drunken Paladin

    Cutscenes With Huge Character Rosters

    I guess my brain is having a hard time envisioning how this one would work, but maybe you can help explain it better. Let's say I make a great big event and label it all for whatever reason, how do I choose which event gets changed with each conditional? Let's say there are 4 events, since I...
  10. Drunken Paladin

    Cutscenes With Huge Character Rosters

    Well, I'm not sure changing the image gets around the problem of ensuring each event is a unique character. If there's a line of Javascript that can check for actor slots, I can see one possible path to success with a lot of work. If there isn't, this might just be a totally lost cause lol
  11. Drunken Paladin

    Cutscenes With Huge Character Rosters

    I hadn't seen the event spawner plugin before now, so this is another helpful possible step! But I'm still a little stumped by the quandary of how to spawn them without overlapping tiles, since there are 40+ possible NPC options and only a handful of tiles where the few you select will spawn.
  12. Drunken Paladin

    Cutscenes With Huge Character Rosters

    Well, I'm no stranger to cutscenes in general, but the reason this is so tricky for me is that they are not actually "actors," but NPCs you can assign to tasks around your base of operations. The practical issue I'm running into is that I can't think of a good way to change 4 different tile...
  13. Drunken Paladin

    Cutscenes With Huge Character Rosters

    Hi everyone, I've been puzzling over how to handle this for a little while, so I thought I'd bring it here. I have a scenario where the player can choose from around 40 characters to assign to a task. In the next screen, I'd like to play a cutscene featuring only the characters the player...
  14. Drunken Paladin

    RMMV Save/Load/Defeat - extra features (Auto Save, etc)

    Sorry for more bad news, but the update doesn't appear to work at all for me, no matter the load order. Not only that, but it went from blocking certain plugin commands (specifically, message core's) to virtually all plugin commands. In fairness, it's a game in progress with a lot of plugins...
  15. Drunken Paladin

    RMMV Save/Load/Defeat - extra features (Auto Save, etc)

    I'm using the Message Core to enable word wrap and change the number of lines. When I toggle the autosave plugin on, word wrap becomes disabled and the lines are back to the default 4. I thought maybe the core plugin was a more likely conflict, but that doesn't seem to be the case--only this...
  16. Drunken Paladin

    RMMV Save/Load/Defeat - extra features (Auto Save, etc)

    Somewhat bafflingly, I've also just discovered that this plugin totally disables Yanfly's Message Core functionality. :(
  17. Drunken Paladin

    RMMV Save/Load/Defeat - extra features (Auto Save, etc)

    It might actually be that simple. Otherwise, you're stuck with an "autosaved" popup during your game's intro cutscene.
  18. Drunken Paladin

    RMMV Save/Load/Defeat - extra features (Auto Save, etc)

    Hey again, I've been messing around with this plugin and I like the functionality, but one oddity is that it plays the save common event when I start up a new game. It doesn't play anything when I load a save (which is good, because I don't have a common event set for that).
  19. Drunken Paladin

    SRD Timed Attack Action Sequence

    Hi folks, there is a plugin that lets you implement timed attacks into action sequences, which is good & precisely what I wanted. However, it just doesn't seem to work if you use other parameters, like <whole action>. I don't think this is a compatibility thing, since I've gone through and...
  20. Drunken Paladin

    RMMV Save/Load/Defeat - extra features (Auto Save, etc)

    Hey Zephyr, thanks for bringing your plugin to my attention. I'd like to use it in place of Yanfly's autosave plugin because it has designated autosave slots, but the only feature it's missing that I'd really like is the little text popup that occurs when it autosaves successfully. I tried...

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so I had two plugin that essentially overwrite each other depending on where they are in the list. so I had to edit what was overwriting one into the other and now they both work. I REALLY need to sit down and just learn JavaScript. I hate that I know just enough to know I don't know NEARLY enough lol.
The Open Hand scandal got even more spicy. The Completionist streamer Jirard made a video response and tossed a bunch of links and documents, but apparently none of it actually addressed why donations he collected sat for 10 years (way too long to justify). He also seemed to threaten defamation suits vs. people for what amounts to pointing out publicly available records. The IRS should definitely audit.
My next update is going to amazing! There's been major additions and things I've wanted to do in previous versions that weren't possible until now. It's not ready yet, but will be soon!
made an RTP edit to try to save on work, found out I was editing the wrong tilesheet of cliffs.
It's fine... I'm fine... I'm sure fixing this won't take too long
Proud of the work done.

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