Hi, all! I've run into a problem, and if there's a solution I haven't been able to find it. Basically, I'm making a social-sim game, and I wanted to include the ability to change your character's clothing every day. The problem is, I use large portraits (Galv Message Busts), which show the...
Hello everyone of the rpg maker forums!.I'm having a little problem with the script call conditional branch. I'm trying to make a simple crafting system with script calls and i can't really figure out how to use the script call conditional branch. i'm not having any problems with the plugin i'm...
I am editing rpg_windows.js
Around line 2550 there is the Window Status drawBlock1
this is my code:
Window_Status.prototype.drawBlock1 = function(y) {
var lineHeight = this.lineHeight();
this.contents.fontSize = 30;
this.drawActorName(this._actor, 172, 48, 300);
...
Hello,
I have two requests, one of them it's probably somewhat odd, xP I am using passive skills/states in my game, using this script: https://quasixi.wordpress.com/2014/03/23/quasi-passive/
Everything works perfectly as I want, but I want to add some specific skills which add these "passive...
I'm sure I'm missing something obvious here, sorry if I am. I want to make a conditional branch that checks if the player is on a certain map. Thanks for reading!
....
I try make a event that haves a condition of if the leader haves a skill or a specific set of skills the event will begin deleted, like a bush that will burn if the leader haves a fire spell or cutting skill.
i have try put "$game_party[0]==$game_skill[29]"...
Author: Mr. Trivel
Name: Conditional Drops
Created: 2014-10-03
Version: 1.1
What does it do?
Allows enemies drop an extra item if a condition is fulfilled. (killing it with elemental attack, or having some state on death, etc)
Enemies can have multiple conditional drops and different...
Hi!
I'm working on my game's intro cutscene, in which an NPC (1) repeats walking on a fixed route while dialog displays (see Screenshot 1).
So, naturally I set the move route to not be "wait for completion".
Once (1) is done talking I intend to have another NPC (2) enter the scene and move...
I'm using the "Pearl" action battle system (with heavy modifications), and it uses event move-routes as part of its enemy behavior.
In any case, the current enemy's Automatic "move route" looks sorta like this:
Move Toward Player
Move Toward Player
script: use item 69
The "skip if cannot...
How would I set up a check using the 'direction fix' tick box of an event as a conditional?
The check would be performed when you press the action button to interact with the event, so ideally it would be a 'this event' type of self check.
And, on the same topic, can things like the speed and...
This seems conceptually pretty simple, but for some reason it's just not working for me. The idea is that the player would be walking around on a skill tree that's actually just a map with events. The map contains several small islands, and each island would have a few different paths leading in...
Instead of saying variable 1 is not equal to 1 and variable 1 is not equal to 7, I want to say variable 1 is not equal to "the following things", to make it faster and easier and to fit in script calls without need of a script call extender.
Hm, I would wonder how I could do in a script call...
Hello everyone.
I usually keep to myself and never usually ask for help (I'm a stubborn unowatsit)
However I have hit a wall that seems indestructibale.
Remember reading files in most survival horrors?
I'm trying to do something similar here but I need to the player to be able to press...
Hello again. I've got another quick question.
I want to trigger an event the first time the player falls below a certain amount of HP- in this case, let's say 25%.
This would be to teach the player how to use the healing item in the game. So I imagine it going as follows:
- Player enters...
Hi guys, I'm surprised I couldn't find this already to be honest, maybe it's hidden somewhere... Anyway, I don't like to give you too much reading to do, so here goes:
Problem:
When an event shows text and immediately shows choices after it, the text remains visible (it persists until a choice...
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
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