This thread with help anyone who wants to help me. https://forums.rpgmakerweb.com/index.php?threads/delete-save-file-automatically.101850/
Well the title says it all. I am trying to get the current index using the script call:
StorageManager.remove(index);
Basically, I am trying to delete the...
I'm working on a very aggravating system in XP, and I've run into a case where I know an X and a Y, and need to know the event ID on that tile. In MV, I'd use Get Location Info. But unless I've missed something, XP doesn't have an equivalent, and I'm not good enough with Ruby to spin one up...
Hello dear colleagues: is this the right place for my query?
To those experts among you who understand this language...what am I doing wrong?
I am trying to have a message show up randomly, and only once.
Thank you for any feedback!
ItemCallScript 2018/09/20
Creator name: Triacontane
Introduction
Create an item or skill that will run any script when used.
When used on the menu screen, can be done without returning to the map screen. (without the use of common event)
Note: Knowledge of RGSS is required for use.
VX Ace...
Hello,
I'm trying to figure out the script call for Set Movement Route (for Event 001) > Switch On
I found this in rpg_objects.js:
$gameSwitches.setValue(params[0], true);
But I don't understand how to set it for a specific event (like Event 1), and I don't understand what to change "params"...
I'm trying to reference the agility parameter of a party member, rather than a specific actor in the database since the party will be constantly changing/chosen by the player throughout my game.
So basically what I'm trying to find is the agility parameter of party members 1, 2, 3, and 4.
I...
Hello again, this time the title is very self-explaining.
I want to make a state that makes healing skills and items damage the player instead of healing.
Also I want to make this in a script call (probably it'll be in a common event), but if there are better ways to do it I would appreciate...
Hi there!
I have some doubts while making my plugins and the game. And it is about performance.
For example, I know that it depends on the code of the plugin for it to lag the game.
But, what is the most thing that can lag a game in the plugins?
1 - A lot of global variables, instead of local...
Hey everyone, due to some conflicting issues with some limit inventory plugins I've had to forgo using them in my current project, but due to the nature of how the game is supposed to be played, I would still like to limit how many items the player can carry with them. This can be achieved...
Okay so I wanted to do a common event, bound to a key (using yanfly plugin) that would optimize the entire party's equipment when the button is pressed. Like Drifty did in his game Legend of Driftwood. I even looked at a "tutorial" where he shows the code snippet used in that common event and...
Get all items
Creator name: Space not far
http://muspell.raindrop.jp/
Overview
Get all 99 items, weapons and armor. For debugging.
Feature
Use snf_getallitem as a script call in the event command.
Get all items. However, items with blank names are ignored.
Installation
Paste this script...
So hello first of all!
To make it short; I'm using the EnemyBook plug-in. Now there is supposed to be a secret event in my game in which a character becomes your team mate but only if you've seen a specific entry in the enemy book.
In the entry is written something that you need to know to...
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...
(couldn't find it in https://forums.rpgmakerweb.com/index.php?threads/script-call-collection-for-vxace.25759/ )
Anyway, I need a script call that will make enemy of index v[26] get a state of id 37. Tried few things but didn't work. Thanks!
Hi, I'd appreciate any advice. I thought I could use a script call to make events (roaming enemies) move toward the player unless a certain actor had a certain state, in which case the event would move away from the player. When I look at the script call list I see moveType = 0 for fixed, 1...
Hello!
Is there a method or a function in the RPG Maker built-in methods/functions that will return the inventory items in the correct order which they have been picked up?
$gameParty._items seems to just sort the items by database ID.
I know an array could be used for this but that would...
Hi folks. I‘m finding it hard to resolve my issue and after 2 days have decided to see if the helpful RMMV community can assist. Im using SumRndmDde’s impressive HUD Maker plugin. Is someone able to inform me of the HUD Maker property value I would need to use in order to get the equipped weapon...
Hey all,
What I am trying to do is set up a conditional branch, in battle, that if the current battle party (game has 12 playable characters so far, and only a max party of 6) does not have a certain status effect, the a force action will happen with the enemy.
I already tried setting up the...
I'm using SumRndmDde's HUD Maker plugin & I'm trying to show text that returns a enemy's name based on its Enemy Index position. So far, the RMMV Script Call list shows $gameTroop.members()[enemyIndex] in reference to enemies but how do I use this to show an enemy's name based on its index...
Hello everyone!
I'm seaching the forums and google up and down to find a working script command for moving events with a parralel process common event.
What does not work in my case is everything with " this. ". Because I absolutely need the script call to be in a parallel process.
Before I...
so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most.
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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