You can find the post here.
Introduction
Strings are a part of almost any object-oriented programming language. Today, we're going to discuss some of the basics of strings, and what new features are available to us with strings when using ES6.
Strings
Strings are a sequence of characters and...
You can find the original post here.
The Map Object
In ES6, JavaScript added a new Map class. The Map class is very similar to the standard object class, with a few differences. Today, we’re going over when to use and why to use them.
Why Map
Map, unlike the object class, does not have extra...
If you'd like to read the original post you can find it here.
KinoCreates.io
Introduction
Functions are a collection of instructions that are used to accomplish a task. In JavaScript, there are two types of functions you’ll see often; the standard function and the arrow function. Now, there are...
Since MZ is ES6, I've decided to repost some of the older tutorials around ES6 JavaScript.
JS Variables
For the record I own both KinoCreates and EIS
Full text transcript:
Every programming languages come with basic building blocks; variables are one of those blocks. Variables are the...
I am using a Moghunter plugin which is MOG_Titlelayers and with that plugin I made a transition with the title image, at first the screen looks black and then the image comes out, I managed to do the same with the title name that comes out in the Title screen, at first the title is not...
Hello there!
I have been trying to find a plugin that allows me to create scenarios where there is a guard patrolling an area and you have to sneak in order to prevent a fight or a game over.
I know what you are thinking, there's a couple (Or more) plugins about this, BUT...
These plugins are...
So, in the scenes JS file this code creates the main title menu:
Scene_Title.prototype.createCommandWindow = function() {
this._commandWindow = new Window_TitleCommand();
this._commandWindow.setHandler('newGame', this.commandNewGame.bind(this))...
Hello there! i hope everyone is doing well and safe in these times.
Since the quarantine prevents me from working i went back to coding and rpgmaking, kept experimenting with js and
made my own roguelike system, everything works fine except one thing.
Performance is terrible, most probably...
So I'm not sure if this can even be done. What I wish to do is add parameters to my plugins parameter list depending on a parameter the user entered. I know that's confusing so I'll try to give an example.
param NUM_TO_HAVE [user give a number here]
Param NUM_1 [Value] (These only show if the...
ItemCallScript - Version 1.0.0 (2018/09/16)
Creator name: Triacontane
Introduction
Create an item or skill that will run any script when used.
Note: Javascript knowledge is required for use.
Instructions-
Specify the following in the item or skill note box:
<call:insert script here>...
◆Script:AudioManager.playBgm({ name: $gameVariables.value(1309), volume: $gameVariables.value(1310), pitch: $gameVariables.value(1311), pan: $gameVariables.value(1312)});
I am using this above code to designate BGM to play and settings to use. it works 100% perfectly, but now I need a way to...
Hello, I'm trying to make some plugins plivately for my project and I have 2 questions
1. When I try to use $game, $data or any other command that starts with "$" in my js file it throws the "cannot read property ... of null". But if I put it inside a Game_Interpreter.prototype.pluginCommand it...
Hi, I need help with figuring out how to implement this in the script of a state.
(I am using solely Yanfly plugins, so I'm assuming it would only need Yanfly Buffs and States Core to create this state.)
For example: a state called "Velocity" increases the actor's Attack Parameter by 50% of...
Sorry in advance if I can't see the wood for the trees.
Broad view: Generic 'please clear map of enemies to advance game' quest
First idea: Use conditional branching event to check for live enemy troops and then turn on switch which acts as success state when none are present.
Thing I need...
Here is some code I've written:
I have a parallel process event that sends the plugin command "run". I want it to be an incredibly simple day and night cycle just to get the hang of creating plugins, running them, etc. I can't seem to get this to run.
Hi!
I'm a little unfamiliar with the RPG Maker MV API, but I have worked in Javascript before briefly (not a master) just to give you some insight.
I'm currently trying to create a few plugins that need a screen overlay/bitmappy stuff. I'll list them both before I go into more detail:
1.) I...
Morning, Night or Evening to all of you!
Well, I was trying to do this script thing and I have a problem here.
$gameActors.actor(1).gainHp(0.04*(m.mhp));
So I want this script call to heal my actor for 4% of his HP when the script is active. Sadly this doesn't happen
when I use this command...
Hi! So basically, these plugins are kind of a collection of several things to improve the functionality of the core engine--stuff I deemed useful enough for my own personal projects and figured I'd share with everyone else. And yes, they all (mostly) work with the Yanfly suite. For more...
I'm asking for a support, but, my post can be used as an idea for you :LZSlol:
Since I did not find a plugin or a way of not using parallel event to put random motion in the events with diagonal movement, I used the script this.moveRepeat(direction, times) from the YEP_MoveRouteCore.js, that...
I am working on a game that uses an ABS plugin, so all of the action takes place on-map.
There are points when I need to "freeze" the player's HP, and prevent it from suffering damage.
I am currently using a script that uses a variable to store the player's HP:
var xActor =...
At 2021, we are now farther from the 1980's than they were from the 1950's. Consider that the next time you long for a 1980's song, when you thought your grandpa's taste for 1950's music was "outdated".
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