This is the most important feature the editor needs. We're a bunch of friends making games with RPG Maker engines since ages with 95 and mostly XP, and the biggest drawback of using VX, VX Ace and MV is the "TERRIBLE MAPPING" those offers.
XP mapping was way better than MV. But we all know that...
I'm trying to get the max level a character can get via script. I'm trying the following but it returns me "99" as a somewhat default. Even if I select 15 for the actor #1.
And at the same time, I couldn't find anything to set the max level value by script...
So I've got my answer now, I've check the script call list and I realized I was a bit confused about the terminology I used.
But yeah, I've figure a loop to check my actors name and if it is empty I can create (or populate) the data in it.
And then add it to the team. Case closed! Thanks...
I use no script as of now.
I'll ask more questions, I think it will lead towards my answer.
1. With a script call, how can I verify if there's an Actor at ID 2 for exemple?
2. How to add an Actor to ID 2 via script?
I would like to get a little help on this. I'm creating a game where you "find" monsters that get added to your team. You can compare to Pokemon for the logistic.
So let's say I want to add an actor to the player's team and there's a maximum of 10 slots.
1. How can I figure that...
How should I do this:
When user has state X, it does +1 (fixed) damage.
So when user uses Skill X which does 10 damages, it will do 11 damages.
Even adding +1 atk temporarily when the state is on, would be fine.
I messed with the buffs and debuffs plugin but I can't get it to...
You can always put some commands after the combat in the same event you used.
Like maybe turn Switch A to ON.
Add a second page to your event and check the Switch A. Make sure to check passthrouht and such to avoid collision with a invisible square x)
That would maybe make it respawn if back...