Hey RPG Maker community, hope I can get some good help.
I'm working with a plethora of yanfly's plugins, so bear with me. I'm trying to get the Event Chase plugin to play music while the enemy is chasing the player, then play the map's music again when the event is no longer chasing the player...
For some context: I made it so whenever the player runs into this event it would jump two tiles away from the player like if it was rammed.
The problem here is that the jump ignores the walls and other tiles that are impassable.
I've tried Yanfly's smart jump plugin but it only works on the...
Kinda a noob with this so not sure if I'm doing this right, or if you can understand my problem. But I'll set the stage:
I want the start of my game to have two actors and ur character. When you talk to one actor I want the other actor to walk up to you, and the screen to tilt black. I want the...
In my actual project I have a lot of plugins, some of then I can implemente with common events, like the time/weather that I have two option: one I made with only a few common and map events, the other option is to have 2 plugins "MOG_TimeSystem" and "MOG_WeatherEX". The difference between the...
I need multiple events to either set a switch or erase the event above the triggering event. I am using Yanfly's event copier and it does not work with the "var key = [mapId, eventId, A-D] $gameSelfSwitches.setValue(key, true);" script does not carry over if I am trying to target an event in the...
Hello RPG makers.
I was wanting to set up a room with lets say 75-100 events, to simulate hidden rooms but all contained on the same map. Will this many events degrade the performance of the player and if so is there a way to streamline the performance so that lag doesn't happen when loading...
Hey guys, sorry of it sounds like a noob question but I am new to all of this (started working with RMMV 2 days ago) and I can't really find a solution to my problem.
I'm working on a point and click game using the Mouse System Ex plugin and I activate all my events by clicking on the tiles...
Hello!
I am making a game in RMXP in which the first "weapon" the player has is their fist, and I want to make it so that the player cannot unequip it. How do I do it?
I can't seem to find an answer to this one. I just have a few events I'd like to delete and another group of events I'd like to move. How do I multi-select them and delete them all at once or all together? Do I really have to move them individually?
Timed Events and Complex Timed Systems
by Heirukichi
Version: 1.0
Last updated: 03-26-2019 [MM-DD-YYYY]
Requirements
Scripts: none.
VX Ace knowledge: as long as you know how to make basic events, how to add script calls, how to use variables, switches and conditional branches you should be...
Hello all, I had some things that I needed to ask about because I wanted them to happen in my project, like the title says, i'm not sure if i'm just blind or if RPGmaker 2003 just can't do what I want it to.
I have sprite sheets that are entirely just one character, with different outfits...
So, I would like to preface this by saying that, outside of very basic events like chests or the like, I have almost no knowledge of RPG Maker, not helped by my first project being down in a trial version of MV, so moving to XV Ace doesn't help.
Anyway, I'm developing a small test game called...
So I'm doing a cutscene of my game where a lot of people are there, but I need to have all the NPCs disappear as soon as that cutscene is over. How do I make an event so that all the crowd disappear, or is there another way of doing it, e.g, having the crowd as one big event?
So I have poltergeist in my game, which I am using animations for, I call these animations with events. But animations can only be anchored to characters. I would like to anchor them to a specific map (not screen) coordinates. Game_CharacterBase.requestAnimation doesn't seem to allow for this...
Sorry if this has already been answered, but I couldn't find it when searching:
So, like the title says, I am trying to get an Event (with character model as the event image) to sit behind another tile, but when I place the npc event, and then set the tile (like was suggested on another site)...
I want to make a game where the player is on the run; events move towards them to try and catch them if the player gets too close to them, but there are special 'hiding places' he can use while the monsters walk by.
I'm not sure how to do this. I'm sure there are plugins/tutorials to help me...
Hello,
I have a simple problem. In my game I have a closet which my player can move left, in order to find ladder beneath it. I have successfully made closet to move left and stay there after player interaction, but now i need to add transfer event beneath the closet event. Closet is event...
Hi makers,
I searched throughtout the forums but I couldn't find informations about this.
I'm having troubles with some events and I think the problem reside in a sort of "range", a distance between you and the events, that, if is exceeded, deactivates the events or something, I believe to...
Hi. I'm having a bit of trouble with Yanflys event spawner, I'm sure I just need another set of eyes to double check my work, I know this problem has to be because of something I'm doing incomplete. I've already made major improvements of my efforts, Ive had crashes and although its probably...
I am looking for help with using Common Event calls and Move Routes in RGSS3 Scripting.
$game_temp.reserve_common_event(4)
^ That is used to call an event, but does it? ^
Also if I have text message in my scripts to see what is happening, it seems to run by them without stopping to breathe.
I...
Yay, now back in action Happy Christmas time, coming back!
Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX
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