$game_map.passable?(x, y, direction) will check if the tile on a the map it's run on is passable in that direction. To check whether it's passable at all you can check all four directions (2, 4, 6 and 8).
Another solution that might also be nice, is that you can include the number of that item held by the party in the skill description so it shows up like below:
with a code like Potions left: \ItemQuantity (though it would require VS Message Core for that simple textcode)
The solution you've...
Well the specifics depend on how you want it to look, your font size ect but generally:
• To make it wider, add onto the width const, so to make it 300 wider you'd modify:
• Similar things can be done with height - though honestly idk how to change the row height for a specific window rather...
Using Visustella Core Engine, you can go to Visustella Core Engine Parameters > Menu Layout Settings > JS: X, Y, W, H to edit the title screen's menu - I modified it personally to change the number of rows but you could just add onto the width and height variables to increase the size of it for...
@Zilvergrafix just to clarify, the second one there isn't doing anything. The multiline Sideview battler tags are used to let the enemy have multiple possible SV Actor graphics that get chosen from randomly based on a weight. If you were to do that, you'd want more than one graphic between the...
Thanks for this. I've loved experimenting with the included plugins and the few in japanese are a little harder to play with so it's really useful to have a translation.
...also I love the examples with my fav hot vampire dude. :owink:
Well script/plugin requests would go in the JS Plugin Requests forum.
As far as I know, the only MZ plugin so far for a quest journal is Visustella Quest Journal System, though some MV quest plugins may work with minor modification depending on how they're implemented.
You could also do it with...
As mentioned earlier by rooge, Gotcha Gotcha Games is a new subsidiary of Kadokawa. So technically it's still owned by Kadokawa but the credits are slightly different? I agree it's a little complicated so it'd be nice to have official confirmation somewhere and maybe a pinned post about it?
In terms of a plugin solution - Visustella Message Core provides choice window textcodes for showing/enabling choices based upon switches (such as <Show Switch: x>, <Enable Switch: x> ect) so you could check the value of the variable then switch on a switch if it's true to have this behaviour.
You seem to just be trying to use Actor3_8, not a distribution of several random SV battlers so it'd be better to use the <Sideview Battler: filename> notetag - in this case: <Sideview Battler: Actor3_8>
It isn't up yet but the thread will be here: https://forums.rpgmakerweb.com/index.php?threads/rpg-maker-mz-script-call-reference.122501/
In the meantime, a lot of it is similar to MV so I reccomend at least trying MV's script calls first and then asking someone if they don't work.
This is in the wrong area (not MZ and not plugin support) and also that console doesn't show an error message, that's just the console.
If you don't want the console to show up, you'll want to set the parameter Quality of Life Settings > Open Console on Boot to false in Visustella Core Engine.
I assume because, in a sense, it's intended behaviour. When the event occurs, the game runs that code and in doing so stops the current movement of the player, just like any other event would and therefore it's consistent with how most (non parallel) events work.
The reason it stands out as...
Been scratching away at my game and making progress, but just had a revelation. I'm working in full screen and adjusting all my pictures accordingly, but will they resize if someone's screen is smaller?? I hope this doesn't turn out to be a problem later.