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  1. SefirosuKuraodo

    Yanfly Lunatic Custom State/Buff Formula Help

    So I want to go with a FF9 Trance-like system, and decided to use a passive state that checks whether the user's TP is at 100, at which point the state goes active. That's all working fine thanks to the Tips & Tricks videos on Power Up Mode & Trance: <Custom Passive Condition> if...
  2. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    I should have specified, the waterfalls, the upright blue flowers, the smaller flat flowers, and the green flecks/colonies of algae are all events. Really, only the dirt ground and paths, the water itself, and the grass are tiles at the moment. I don't know if this makes a difference in relation...
  3. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    I hate to keep piling onto the thread, but I just wanted to see if anyone else using Yanfly's Movement Core plugin is having issues with the current build? In 0.4.8, the "Move to: x, y" Script Call function for movement routes worked fine, but after I updated to 0.5.1.5, the function crashes my...
  4. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    So I updated to the latest version from the 0.4.8 version I was using to see if the recent fixes to sprites and such would allow Irina's DragonBones Sprites plugin to work with MV3D (it doesn't, in case anyone was curious... because I was curious :P) and I came across a change that I'm not sure...
  5. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    I downgraded to the 0.4.3 version I had backed up and it looks like I could actually achieve 7 lights, though the last couple had some strange results, making the event glow bright like it was lit but the light only visible in the water beside it but not on the ground beneath it... So, like, 5...
  6. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    Hmmm... if @Dread_Nyanak already made a fix for it, and CoopNinjask is able to exceed it with their project, I may experiment when I get home and downgrade to an older version to see what my results are.
  7. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    Quick question: is there a limit to how many light events may exist on a single map with the free version of the plugin? I can only seem to have 4 active (in order of the smallest number of events to the highest, ex: EV01-EV04 are lit, but EV05 and beyond aren't working, despite being copied...
  8. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    Oh, thank you! That had been driving me crazy all evening, you're a saint!
  9. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    No, I've only been using the default tags from the master demo so I thought fringe was pretty much just for lowering flora and such into the ground a bit :P - It does work, but now my only issue is that the bridge no longer has mass or bulk to it (the sides aren't being rendered) it's just a...
  10. SefirosuKuraodo

    Your Game's Cover Art

    Oh this is neat! I suppose it's not really a *cover* yet, more like a placeholder of the title/logo with the main protagonist(s) featured until I get an actual cover concept laid out. Synopsis: You are a Caravanner, a traveler who comes from a long line of Caravanners who roam the country...
  11. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    Hello everybody, I need help with bridges. I'm wondering if it's possible to make it so that the player can walk underneath a bridge. I have images below to shed light on what I mean. I have a cave system, and there's a narrow path leading beneath a land bridge to a treasure chest. The bridge is...
  12. SefirosuKuraodo

    MV3D - 3D rendering for RMMV with Babylon.js

    I would LOVE a Demo of this map and some of the houses to get a better grasp and learn how some of this is accomplished!
  13. SefirosuKuraodo

    SOLVED: State With Small Chance To Inflict Death Possible?

    I just tested this out and it works perfectly, thank you! <3
  14. SefirosuKuraodo

    SOLVED: State With Small Chance To Inflict Death Possible?

    I've found tutorials for States such as Doom, but that's not quite what I'm looking for. What I'm trying to figure out is something similar to, say, if Poison had a small chance to inflict an instant kill with every damage tick. I figured I could use Yanfly's State Categories to keep it form...
  15. SefirosuKuraodo

    Bobstah's Battle Commands Customization v2.2.1 - Updated 05/17/2017

    @waynee95 Hello, I'm using your Edit of the Plugin and I'm still experiencing the issue where if your actor skips their turn, your party can't do anything while the enemy can just keep on battling until you're all KO'd. Also, if I'm going to use a skill, but back out of the enemy selection step...
  16. SefirosuKuraodo

    SOLVED: Lunatic Passive State: Force Action if Critical Hit is landed?

    The method works beautifully, thank you so much for taking the time to help solve this issue!
  17. SefirosuKuraodo

    SOLVED: Lunatic Passive State: Force Action if Critical Hit is landed?

    I went to check out the plugin and give it a shot, but it only seems to offer calling a single common event. There aren't options to add more than one. I may be overlooking some aspect of eventing, but in that single common event I can't seem to figure out how I would be able to have the...
  18. SefirosuKuraodo

    SOLVED: Lunatic Passive State: Force Action if Critical Hit is landed?

    So in order to make battles seem a bit more action packed, I've been trying to get some follow-up attack to trigger to give the sense of characters pulling off combos. Example: Character uses a normal attack, lands a critical hit -> follow-up skill would be immediately used (Skill ID #4 in the...
  19. SefirosuKuraodo

    SOLVED: Status Infliction Based on Weapon Equipped

    Thank you so much! That's EXACTLY what I was looking for <3
  20. SefirosuKuraodo

    SOLVED: Status Infliction Based on Weapon Equipped

    So I have a skill idea, but I can't quite figure out a way to implement it. Daggers in the game all have a very slight percentage of inflicting a status ailment (So one dagger might inflict silence, another dagger might inflict poison, etc.) But I would like a skill that would guarantee an...

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