Map Number Displayer v1.0
This simple script places a number on your map that you can manipulate by changing a switch and a variable!
- Easy to use and manipulate with events!
- Fast, does not kill framerate
- Customize your text image
How to use Video...
To use Damage.png in your game-
Open your project folder > img > system > replace original Damage.png with file name Damage.png (one you plan to use)
Modern, Futuristic, Bold, Stereoscopic, Spaced
Terms: Can be used for commercial and non-commercial project as long you...
Hey folks. I've begun to work on a project again, and had a query to make a certain type of buff or debuff in-game. Because I don't feel the title can convey what I mean, here's an example.
Say I'm trying to create an AD&D-esque system for a game. In this case, I'm trying to make buffs and...
This is my first released plugin, a plugin to generate random numbers after initializing a generator with a seed.
Seed initialized random numbers? Seeded random generators differ from the built-in random numbers because you can initialize it with a value to force always the same sequence of...
So, I recently entered a conundrum where I was stuck with no bars (HP, MP, TP), so, I'm wondering, is there any scripts where its just numbers?
EX: HP: 13/100
Kinda like the example above.
If there is, I BEG of you to send it to me
I would like to ask if there's a simple way to rollout the numbers in the battle status when you take damage? Rollout meaning I want the numbers to slowly change instead of them going directly to the value my hp / mp currently is. So if I have 10 hp and I got hit by 6, the HP number slowly drops...
This plugin creates a new numerical pad, which you can use in your game.
This pad lets the player enter numbers, remove numbers from the buffer, and overall have a more robust numerical pad to use when they need to enter numbers.
This can be great for things like...
Just a quick simple question to something I haven't been able to figure out sorry if it's been asked before I couldn't find it.
I am using a custom font in game but in combat (I.E In battles when my character attacks) it still shows the default numbering instead of my custom font number's how...
I want my characters to level up with small parameter changes.
you leveled up!
Does it have to do with Parameter Curve? is there a way I can manually input the stat changes for each level up a class?
I started to use the MV and I don't know how to change way some values are displayed.
When you look at the HP in the menu it looks like this:
But how do I change it to this:
And how do I change that in battle if these inputs are separated?
Thank you for your help... :)
What does it do?
For people who like big numbers, but want to make them smaller in space.
It adds postfixes to damage when it gets big enough - E.g. 1884B
Author: Mr. Trivel
Name: Damage Postfix
I don't think so, sorry!
- Sample Testing Scene:
In case you want to test your images for picture drawing, you can use this sample scene I made for exactly that purpose:
Or not... Seems like the link for that one gone missing in action somewhere, sorry...
So I have kinda been playing around with the idea of allowing players the option of using scientific notation vs normal long numbers. Which would also allow developers to use much larger numbers and still fit them in a small area to display. Also large numbers in scientific notation are easier...
Before I can start in on the fun part of making a game, there are a number of technical aspects to take care of. I had a feeling that I would hit something of a wall here, and so I have. It's hard to work with all the numbers that go into character and enemy stats, experience points, and bonuses...
Very simple questions, but I am using Falcao Pearl ABS script, and there is a part where you can use number keys to use skills.
Weapon = [PearlKey:, 'D]
Armor = [PearlKey::A, 'A']
Item = [PearlKey::Q, 'Q']
I know this comes as a big surprise, but I have a question. ;)
I've been looking at a role-playing system- namely Warriors Adventure- where nothing higher than a 10 is used anywhere. Seems like a great way of creating a short, stress-free game, but there's just one problem. How would it work...
So you know how some scripts come with (and use) those custom numbers images resources? Like how custom battle systems and custom timers usually use custom numbers? I was thinking, for the sake of uniform and aesthetics, is it possible to code those resource numbers to work with other things...
Besides my Might and Magic inspired project, I have always wanted to make a Fire Emblem-like game. Time is the culprit... Between life, composing music packs, and working on a game can it be done!? The tactical plugins for MV work quite well based on what I have tested.