MBS - FPLE MV

BishoujoHelper

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@tseyik That's a nice picture of the demo with the lights turned on, but WHAT is that hexagon in the upper right corner of the game window? Is that some kind of mini-map? If so, I'd really like to know how to get one that works with this plugin and the current version of RMMV.
 

tseyik

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furan

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For some reason, I am not seeing any walls in my map. This is with the `FPLE - 20181227` script.






 

Meatman

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Hello.
This is a story if you want to use 3D Dungeon plug-ins in commercial works.
Threat address of the bulletin board here and
Put the first producer on credit.
Is that okay?:aswt2:
 

furan

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Hello.
This is a story if you want to use 3D Dungeon plug-ins in commercial works.
Threat address of the bulletin board here and
Put the first producer on credit.
Is that okay?:aswt2:
If you are asking if you can use this script in commercial projects, then the answer is yes.
 

Meatman

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thank you for your reply.
Thanks to the great plugin developers.
 

StewS

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Question. Can this be used with custom-made tilesets or just the ones included in the demo? I'm pretty new to MV, so it might just be my inexperience showing, but I through together a really simple black and white wireframe tileset to replace the demo assets, and it did not work in the slightest when I tested it in game. All I saw was a lot of red and black checkerboard patterns all over the map.

I've uploaded the tileset I tried to use.
 

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Kes

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@StewS I think it might be helpful if you started a thread in MV because it is possible that the issue is your tile set, not the plugin. It is difficult to say for sure with the image you've given, but I'm wondering if you have got them formatted correctly and/or on the correct tile sheet tab.
 

Aulette

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What is the most updated file???

With all corrections and stuff?

It works with real time battle?
 

Aulette

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I need some help to put 3D models inside FPLE someone could help me?
 
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furan

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I did some more testing with FPLE - 20181227 . If I put the wall terrain region at 0, then literally every square of the map is surrounded by walls, regardless of what I have the square numbered as a region, or if the square is not marked as a region at all.

The ceiling region identifier works as intended, however.


Next, I duplicated the original FPLE project. The walls worked by default. I recreated my game map, then made some of my game stat changes to it. The map renders, but occasionally menus glitch out, and the battle processing can never start.


Third attmept: I created a completely new project. Deleted all plugins except for FPLE - 20181227 with default settings. Copied the textures folder over from the original FPLE project. Set the tileset to 1. Marked the map with <fple>. Painted the map with region 1. Hit play. No walls to be seen whatsoever.

 

piksalh

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@furan, have you set impassable passages for wall tiles? Also remove passage (4 dir) arrows for wall tiles.

Edit: the suggestions above are not related to your problem. Lol, I took a really long break from the marvelous plugin, let me try again: you have to edit tileset to set correct terrain tag for all the wall tiles. The terrain tag could be only from 0 to 7. Wall terrain in plugin commands means not the region, but the terrain tag.
 
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piksalh

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Question. Can this be used with custom-made tilesets or just the ones included in the demo? I'm pretty new to MV, so it might just be my inexperience showing, but I through together a really simple black and white wireframe tileset to replace the demo assets, and it did not work in the slightest when I tested it in game. All I saw was a lot of red and black checkerboard patterns all over the map.

I've uploaded the tileset I tried to use.
The tileset for FPLE is just an image that you can create with any graphics editor like Gimp or Paint. The tiles in tileset are not actual tiles, just thumbnails for you to know which tile to use in your map. You can use an empty image, or an image with all the tiles numbered, it will still work (any 384 x 768 px image will work because a5 tileset should have that size, afaik). That's because each tile should have its own texture - a separate png image. If you see a red/black chessboard instead of custom texture, it probably means you have no texture image for a tile, or texture image file name is incorrect.

Next part is from the plugin help: Textures can be set creating a file named "{tileset}_{row}-{col}", replacing '{tileset}' by the FPLE tileset number in the database and '{row}' and '{col}' with, respectively, the row and column of the tile you are texturing on the tileset's A5 layer, and placing it in your game's img/textures folder.

Adding few pictures to have a clear view of what i'm writing about. Save the FPLE tileset to img > tilesets folder, and all the texture images to img > textures folder.
 

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absol

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set switch true/false in events page not work =0
I just wanna change charset graphic when switch turn ON.
scrypt call command like SceneManager.refresh(Scene_Map); work and charset graphic change but refresh have one sec black screen lag ;/ srry for english ty for answer.
 
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Thothdan

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I am thinking of commission someone to make this plugin works with Yanfly_Engine Core.
 

piksalh

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Has anyone managed how to add background or battleback to the battle?
 

FlipSum

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Hi. First of all, thank you for your work on this FPLE script. I'm still holding out for someone to try and port FPLE 2, but this is a great start :)

I've been trying to run and test this script, but I've encountered a problem. I'm using Doktor_Q's MBS_FPLE+DRQ.js version (though I'm not sure if it's preferable over the FPLE - 20181227.js version). Regardless, the thing is that the provided demo seems to have ommited or changed some of the default configurations for encounters. I even started a new thread about it, because I couldn't figure out what was the problem.

With this in mind, all I'm trying to do is have random encounters to *not* force zoom, blur, flash and the black screen transition. I think some of Yanfly's Core scripts can change these effects, and I've also been partially successful making a "scriplet" that removes both the zoom and the flash, but FPLE seems to have changed or erased something in the other *.js files that always forces the black background transition when a random encounter kicks in.

Can anyone who's been working on the script point me to the right direction in fixing this? Thanks in advance :)

EDIT: It seems the script disables some screen effects. It's not possible to tint or shake the screen, nor can it play animations either. The TRANSFER event will even force a momentary black screen even if Fade is set to None...
 
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alexgame

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I am curious if there are any finished and published projects using this script? Really I do wish the RPG MAKER team would make an FPS exploration mode an official part of the program in future versions. I would happily pay extra for this.
 

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