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I'm using an alternate icon set in my game, and I noticed that since the icons are in a different order than in the RTP, the icons displayed for buffs and debuffs are incorrect. I've read that this is an easy fix, as I could just go manually change the icon placement in Photoshop, but this would be a huge pain, as it'd mean that I'd have to go in and replace a bunch of other icons for items, skills, and those used in dialogue. I also read that in Ace there's a place in the scripts where you can change which icons are used for buffs/debuffs, but I've been able to find no such things in the .json files in MV. Does anybody have any idea where this would be located?
 

Wavelength

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Moving to Learning JavaScript, which is usually the best board to ask these kinds of questions on.

It looks like it's part of the Constants that are defined at the very beginning of Game_BattlerBase in rpg_objects:
Code:
Game_BattlerBase.ICON_BUFF_START      = 32;
Game_BattlerBase.ICON_DEBUFF_START    = 48;
 
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This is exactly what I was looking for! Thank you so much! :smile:
 

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I use this image as a joke with my students. If you are creating a horror game, this would be the perfect, subtle hint to the player that here there be Vampires!
So I managed to scare my chief. Between shifts I had an appointment with my psychiatrist, so prior to it I'd told him "If I ain't coming today, they've kept me there.". Then as I was asleep, my phone died. So I overslept and through the entire time I was unreachable.
I spent so much time toiling in VX Ace frankensteining scripts together only for MV to come along and just... have everything.

The overworld tool system in particular I thought was gonna take me a million years to recreate, but nope. Thanks Moghunter.
Going to go live way earlier than usual tonight, pretty much in 20 minutes, purely because I'm bored. :LZSlol:

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