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  1. QPlugins - Latest: QABS

    Yes, sure, can't wait and learn new things!
  2. QPlugins - Latest: QABS

    Are you talking about QParams ?
  3. QPlugins - Latest: QABS

    @Xenphir how is your characters look like. Usually you have a collision box for your characters (circle, square or custom polygon). Also for the sprite you define the anchor point in QSprite Editor. The colision box can use an offset if you feel is not appearing properly on the map. Can you...
  4. QPlugins - Latest: QABS

    You didn't paste the image properly... But to answer you, I guess you need at least idle2 because this is the usual position when starting for each character. So add an idle2 and see if it works for you. Btw... Quxios gave up on this project, switch to Unity some months ago, so no more...
  5. MC's VE Throwable Objects/YEP Battle Core Engine Patch

    If you are talking about my hack, yes, it also works with enemies.
  6. MC's VE Throwable Objects/YEP Battle Core Engine Patch

    Check the source code, find that function BattleManager.makeActionTargets = function(string) And look at its body... there should be other if conditions, add the if (['THROWABLE']. there as well.
  7. QPlugins - Latest: QABS

    As Quxios mentioned at that time and also on his website, if you want this to work you probably need to talk with another developer to take it over and fix the plugin.
  8. QPlugins - Latest: QABS

    Qfollowers is bugged and should not be used.
  9. Maliki's Dual Wield ver 2.5

    Thanks! Tested and seems to work without <handnshld> tag for the actor.
  10. Maliki's Dual Wield ver 2.5

    I think I "fixed" it after also adding <handnshld> tag to the actor. This is how I have everything configured so far, if anyone else would like a dual weapon configuration for their game: So actor has <handnshld> tag and Slot Type: Dual Wield. First weapon has: <mainWeaponOnly> tag. Second...
  11. Maliki's Dual Wield ver 2.5

    Hello! Thanks for this plugin! Is awesome because it lets me equip two weapons, instead of a single one. I have only a single problem so far, it seems the Optimize is placing a weapon tagged with <mainWeaponOnly> in the second slot. Manual placing weapons does not allow for this, but the...
  12. Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    I got some curious issue using an eval command in the scripts: If I do a <finish action> perform finish face user: forward clear battle log immortal: targets, false eval: $gameParty.removeActor(5) </finish action> The actor remains in the $gameParty object. If I do a...
  13. MC's VE Throwable Objects/YEP Battle Core Engine Patch

    I’ve found another solution which seems to work after some tuning/hacking the code a bit. Everything based on YEP Battle Engine Core, and ignoring the Victor’s plugin at all. Raw Explained Solution: It involves using an actor as a trowable object. It allows for many things, customization...
  14. QPlugins - Latest: QABS

    Then block the movement using some collider. I reported something similar back then and Quxios replied that the solution would be to get a programmer to extend the AI/Pathfind/Qsight/raycasting code so that it will suit your needs. What you have for now is only a very basic implementation...
  15. QPlugins - Latest: QABS

    You can set a Self Switch in the alive page to move to a new page (dead page). On the alive page you show the image of the event, on the dead page (condition to check for the self switch) you use the empty image. When the event dies, it will set the self switch, it will process the dead page...
  16. QPlugins - Latest: QABS

    1. Events don't move unless there is code to make them do that. If you want the event not change direction when talking to them, then use the same fixed image for all sprites. 2. What you mean by reset? If line of sight is broken, then the event should return to the starting position usually.
  17. QPlugins - Latest: QABS

    The chromium used from mv version 1.5 has some security issues. Use other way like mv 1.6 or use electron or manually update the plugins.
  18. Having trouble with YED - Sideview Battler

    You need to provide more info, I could try to help.
  19. Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    Another question... is it possible to prevent the Hit Type: Magical Attack animation for the skills? Can't figure out how to customize it... but I would like to either remove this entirely or set a different animation/sound on this. I don't want to switch to Hit Type:Certain Hit because I...
  20. Pre-made (Yanfly's) Action Sequence Sharing and Discussions

    custom motion drawsword: user, no weapon wait: 60 custom motion swingsword: user, no weapon wait for movement I'm using this in conjunction with the YED plugin in order to use multiple frames per actor. But seems I can't concatenate two motions (one motion after another) using wait for...

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So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! :LZSexcite: I'm going to devise secret messages now for them because I'm a terrible wonderful person like that. :kaopride:
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
What I worked on today. :LZSjoy:

No stream today, make a game in MZ is continuing next week!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD

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