1) Is there a reason why you need a variable for each fruit?
2) Why not make one variable called "fruit_count?"
3) How do the players acquire more fruit?
4) Are the fruits consumable?
The idea is to build two events. One to increase the fruit count, and one to decrease it. Both could be a...
The first row is for basic emotions. The second row is for extreme emotions. "Other" is what I use for defeated characters.
Most emotions can be multi-purpose and can be easily sub-categorized. The image for happy can be substituted for another similar emotion without requiring a unique...
Wouldn't you just need to set and track a variable? Each time an event is run it increases/decreases by a specific amount. The control variable event would be set on the "win" condition.
This is an event I wrote for one of my beginner quests. It checks to see if the quest has been accepted...
So in my "never to be finished project", each NPC has at least 4 face variations. These default to Normal, Happy, Sad, Mad. Every character has a custom face set and .json file if they have a dialog interaction with the player.
I'm forgetful, so I would constantly reference the template. The...
Yeah, I have that exact basic setup now. It's going to give me the push to make actually busts instead of using facesets. Working with a friend who is a 3d modeler. We're going to make each character as a 3d model, then screen shot them in the 4 basic emotions (i.e. normal, happy, sad, mad)...
REVISED QUESTION: Can you select an individual sprite off a tile sheet using the "Show Picture" command in MV without using a script and/or plugin?
If not, is there a light weight solution to this problem?
ORIGINAL POST: I am working on this idea to build a common event system that displays...
I am stumped myself. Only thing that sticks out to me is an open "ELSE" statement under "If : Self Var Seeds = 1" and when player is facing up it only checks "If : PlayerY = Self Var DownY".
You might try putting in a wait timer and/or using a Label to Jump to for the last option instead of...
I might of missed it, did you try re-deploying your game to a different save location? I had this very same issue when ever I tried to update my web server. The version would not update on the server. When I play tested it locally it was just fine.
I did a re-deploy and opened it from that...
Maybe try changing it from Parallel to Action Button. Add a closing text box that states they received +1 Turnip. Then on the first page add another text box to the player has to click on to ensure the event is working.
It's possible the event is being called out of order and/or you have more pages then needed. I ran into this very same problem with an event I was building. I had to do several passes to get it just right :-/
What is the event supposed to do exactly and why does it need 5 pages?
// rpg_core.js v1.6.1
As for updating plugin/libs and rpg_core.js. I don't remember. I just went through the process using the Steam update. Pretty sure this might be my issue.
I am currently reviewing the 1.61 Stable...
FIXED - Thanks Andar!
Just recently started working on my "never to be finished" project again. Making some good progress, however I ran into a snag.
Whenever I try to load a save file just after opening the engine, even one just created it is corrupted.
If I save a game, close the engine and...
I popped over to Yanfly's site and read up on the system.
From what I read I don't think a standard event will work. The subclass would have to replace the primary class. If not, the event would have to call the location of the subclass for it to work. Your original event is checking the...
Hmm, it might be a new feature part of the 1.6.0 beta.
I see you're using a plugin. This may be why what I am suggesting is not working. I am not sure how the Plugin Command : ChangeSubclass works. Yanfly's Plugins are awesome.
Well off to bed. You can PM me if you like. Have a great evening!