RPG Maker Mastermind
- Nov 8, 2012
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Whenever yanfly goes around to doing a class system for MV. I'll definitely use this along with it.
Only actors for now. I'm trying to include enemies before releasing this but I failed. I'll try to include enemies again if I can.One moment, is it possible that this script can't affect enemies? It doesn't work, just only on my hero. I thought it would change the battler in the sv_enemies folder as well, or did I mistaken.
Just wanted to mention that I found another solution for myself, even if it takes more work.
The plugin should come in handy anyways, I got an nice idea. Thank you very much!
Glad you like it. And so far, it's compatible with all of his scripts I tried so far.Whenever yanfly goes around to doing a class system for MV. I'll definitely use this along with it.
If you mean those consumable items, either put a common event that changes the graphics manually or make that item inflict a state that has assigned tag to change graphics.Hi! First of all, I love this script its just what I needed so thank you so much for creating this?
But is there any way to make this work with items instead of equipment?
Yes, you can also do this too.I imagine you could also make a dud state (it wouldn't have any name or icon associated with it) to make it work
You're welcome and thank you too.Thank you so much Janeeuse! you just saved my life =D
It's quite possible when some uses a water spell to make them change forms like what is on anime.I have no plans to. but with this I could make a ranma 1/2 RPG!!!
Yes, the battler_id is the actor_id.I'm having a bit of trouble. I want a state to change an actor's SV sprite. When I put <sve: 3(which I'm assuming is the battler_id, the same as the actor_id?), Rhianna-T1>, my actor's sprite will change when the state is applied, but when she acts, she reverts back to normal, then back to her changed sprite when her turn ends.
These are the plugins I'm currently using:
I myself also had that problem when I made the plugin but what I did is to put an animation first before applying the state to cover the disappearance of the sprite. It's most effective when used with Yanfly's Action Sequence to have more timing when changing sprites while animation is played.Okay, that worked! Looks like the file names HAVE to be underscores in order for it to work. Still a small issue, though. When the sprite's being changed, there's a pause for a second before the new sprite comes in (The default sprite disappears and leaves a shadow there for a second, then the new sprite comes in. One problem after another today... xD