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[RMMV] Variables as Extra Stats
How to check if ANY party members' lockpicking skill is above 5.
Use a conditional branch (page 1), and put this into the script box, (page 4):
$gameVariables.value(32) > 5 && $gameVariables.value(56) > 5 && $gameVariables.value(var) > 5 && $gameVariables.value(var) > 5
Then replace var with the variable numbers of the other 2 people besides Jake and Chris.
What is inside this branch will trigger if all 4 people have lockpicking over 5. If you use Else option, that will trigger instead if just 1 party member can't satisfy the over 5 requirement.
If you want to change to Lockpicking 5 AND up, then use this instead:
$gameVariables.value(32) >= 5 && $gameVariables.value(56) >= 5 && $gameVariables.value(var) >= 5 && $gameVariables.value(var) >= 5
If you want to change to just 1 member having lockpicking over 5:
$gameVariables.value(32) > 5 || $gameVariables.value(56) > 5 || $gameVariables.value(var) > 5 || $gameVariables.value(var) > 5
Hope this helps!
Use a conditional branch (page 1), and put this into the script box, (page 4):
$gameVariables.value(32) > 5 && $gameVariables.value(56) > 5 && $gameVariables.value(var) > 5 && $gameVariables.value(var) > 5
Then replace var with the variable numbers of the other 2 people besides Jake and Chris.
What is inside this branch will trigger if all 4 people have lockpicking over 5. If you use Else option, that will trigger instead if just 1 party member can't satisfy the over 5 requirement.
If you want to change to Lockpicking 5 AND up, then use this instead:
$gameVariables.value(32) >= 5 && $gameVariables.value(56) >= 5 && $gameVariables.value(var) >= 5 && $gameVariables.value(var) >= 5
If you want to change to just 1 member having lockpicking over 5:
$gameVariables.value(32) > 5 || $gameVariables.value(56) > 5 || $gameVariables.value(var) > 5 || $gameVariables.value(var) > 5
Hope this helps!
Arrow key glitch
Had a similar issue in MV! The Shift key would register as being held down permanently when I used a gamepad! This would occur loading the game, and it would not trigger events requiring a shift key press, and persists until the shift key is pressed on the keyboard. Has anyone else encountered this?
[RMMV] Minimum hardware specs to run 60 FPS?
Just looking for some numbers to work with before I buy a new computer. Currently my HP laptop runs RPGMV at 40 FPS.
I made a graph to show FPS performance over the course of drawing pictures with the show picture command, and found some unexpected results:
0-39 Pics = 40 FPS
40 = 39 FPS
41 = 38 FPS
43 = 37 FPS
45 = 36 FPS
47 = 35 FPS
50 = 34 FPS
53 = 33 FPS
56 = 32 FPS
60 = 31 FPS
62 = 30 FPS
65 = 29 FPS
69 = 28 FPS
72 = 27 FPS
76 = 26 FPS
80 = 25 FPS
84 = 24 FPS
90 = 23 FPS
95 = 22 FPS
100 = 21 FPS
107 = 20 FPS
114 = 19 FPS
123 = 18 FPS
131 = 17 FPS
142 = 16 FPS
155 = 15 FPS
At this point I got bored and intentionally tried to crash MV, but to no avail. By the time 800 pictures were drawn, MV would crawl at 2 FPS and would not drop anymore, no matter how many pictures were drawn. These numbers stayed consistent whether the maxPictures were 50 or 1200.
Needless to say, it's time for an upgrade. Also note that the decay in frame rate drops precipitously when you hit 90 pictures and up. Why is that? Also notice how there is no drop in frame rate at all between 1 and 39 pictures.
EDIT: Just downloaded and played a demo game called "The Tavern". By the time I got user input, it was running at 12 FPS. What's the best laptop or tablet to play these games on?
EDIT II: Thank you kory toombs! Found out some more info.
Set my laptop to run 60 FPS, also added TorDamian's Fluidstep Plugin, and SumRndmDde - Fast Forward. Honestly, it made little difference! Playing at 1.5x speed gets me close to where I need to be, but still very choppy. FPS dropped to the same depths as well in the show picture test. After considering VX Ace performance, porting to Ruby has never sounded so good!
This is why I was asking about a variable parameter Wait command last week! The idea is to 1) Detect the player's rate per their machine... and 2) adjust the wait times appropriately based on this, so picture-based animations would appear more consistent over different machines.
I made a graph to show FPS performance over the course of drawing pictures with the show picture command, and found some unexpected results:
0-39 Pics = 40 FPS
40 = 39 FPS
41 = 38 FPS
43 = 37 FPS
45 = 36 FPS
47 = 35 FPS
50 = 34 FPS
53 = 33 FPS
56 = 32 FPS
60 = 31 FPS
62 = 30 FPS
65 = 29 FPS
69 = 28 FPS
72 = 27 FPS
76 = 26 FPS
80 = 25 FPS
84 = 24 FPS
90 = 23 FPS
95 = 22 FPS
100 = 21 FPS
107 = 20 FPS
114 = 19 FPS
123 = 18 FPS
131 = 17 FPS
142 = 16 FPS
155 = 15 FPS
At this point I got bored and intentionally tried to crash MV, but to no avail. By the time 800 pictures were drawn, MV would crawl at 2 FPS and would not drop anymore, no matter how many pictures were drawn. These numbers stayed consistent whether the maxPictures were 50 or 1200.
Needless to say, it's time for an upgrade. Also note that the decay in frame rate drops precipitously when you hit 90 pictures and up. Why is that? Also notice how there is no drop in frame rate at all between 1 and 39 pictures.
EDIT: Just downloaded and played a demo game called "The Tavern". By the time I got user input, it was running at 12 FPS. What's the best laptop or tablet to play these games on?
EDIT II: Thank you kory toombs! Found out some more info.
Set my laptop to run 60 FPS, also added TorDamian's Fluidstep Plugin, and SumRndmDde - Fast Forward. Honestly, it made little difference! Playing at 1.5x speed gets me close to where I need to be, but still very choppy. FPS dropped to the same depths as well in the show picture test. After considering VX Ace performance, porting to Ruby has never sounded so good!
This is why I was asking about a variable parameter Wait command last week! The idea is to 1) Detect the player's rate per their machine... and 2) adjust the wait times appropriately based on this, so picture-based animations would appear more consistent over different machines.
[RMMV] Script call for Wait?
gameinterpreter doesn't work... so how do you execute a wait in a script command?
Thanks to whoever answers this, don't feel like planting another branch tree!
Thanks to whoever answers this, don't feel like planting another branch tree!
[RMMV] Nodekit says I have files missing... wtf?!
This is from a newly created project file, and none of the core js files have been edited. I noticed test games were sluggish loading and now I know why, it was trying to find files it couldn't find.
What I don't understand is:
This happens even when all plugins are turned off as well btw. What is a parser error? Is this cause for concern? I can't submit stuff with files missing.
What I don't understand is:
- I DO possess pixi, pixi-tileset, and pixi-picture js in my libs folder. They are loaded successfully.
- I DO NOT possess these same files with .map at the end. My index file calls for pixi, pixi-tileset, and pixi-picture, but not with with .map afterwards. Here is what I am looking at:

This happens even when all plugins are turned off as well btw. What is a parser error? Is this cause for concern? I can't submit stuff with files missing.
[RMMV] What is the ideal screen resolution to use?
Thanks to Kloe for pointing out the fact that newer machines have smaller screens, and the indoor map thing. Hadn't thought of that.
*sigh* guess it's time to shrink everything to half size. I hope it won't look too crappy. Who is Libs? Liberty?
I was THIS close to ditching the player character sprite completely and going with a Strategy RPG style setup (Vandal Hearts, FFT, Ogre Battle etc.) just to retain the large 1632 x 816 resolution!!
Making the font size larger remedies your last point btw.
*sigh* guess it's time to shrink everything to half size. I hope it won't look too crappy. Who is Libs? Liberty?
I was THIS close to ditching the player character sprite completely and going with a Strategy RPG style setup (Vandal Hearts, FFT, Ogre Battle etc.) just to retain the large 1632 x 816 resolution!!
Making the font size larger remedies your last point btw.
[RMMV] What is the ideal screen resolution to use?
The concern here is if a dev changed the screen resolution of their project in a late stage, all of the events that deal with x,y cords would have to be redone.
So I'm going to consign to a final resolution before going any further, but what?
Tried 1632 x 816. Pros: it loops the default parallaxes perfectly and gives you a lot of room for detailed huds and other UI elements.
Has anyone ever had success with resolution this big?
Cons: The character sprite lags upon user movement, but not event movement as much. The usual lag from pathing audio seems more pronounced than the default 816 x 408, or maybe it just looks that way because it is larger?
Tried default 816 x 408 (Ed: height is 624. Got 408 from the overall shape of what I'm working on oops). Pros: User input is much more fluid for the character sprite.
Cons: Full screen mode gives you this gray letterbox on the left and right sides. How do you get rid of that?
I don't know what is more taxing for the user's machine (in terms of performance). A large square shaped screen size? 816 x 816
Or a wide, narrow rectangle screen size? 1632 x 408
Also, porting to phones. Size is important for on screen buttons expecting user touch. What is a good screen size to use if you want to play the game on phones? I would guess that 1632 x 816 is way too big. Thanks for any input!
So I'm going to consign to a final resolution before going any further, but what?
Tried 1632 x 816. Pros: it loops the default parallaxes perfectly and gives you a lot of room for detailed huds and other UI elements.
Has anyone ever had success with resolution this big?
Cons: The character sprite lags upon user movement, but not event movement as much. The usual lag from pathing audio seems more pronounced than the default 816 x 408, or maybe it just looks that way because it is larger?
Tried default 816 x 408 (Ed: height is 624. Got 408 from the overall shape of what I'm working on oops). Pros: User input is much more fluid for the character sprite.
Cons: Full screen mode gives you this gray letterbox on the left and right sides. How do you get rid of that?
I don't know what is more taxing for the user's machine (in terms of performance). A large square shaped screen size? 816 x 816
Or a wide, narrow rectangle screen size? 1632 x 408
Also, porting to phones. Size is important for on screen buttons expecting user touch. What is a good screen size to use if you want to play the game on phones? I would guess that 1632 x 816 is way too big. Thanks for any input!
[RMMV] Call Map Event script question
This is what I have. IT WORKS. But that's not the problem.
$gameMap.event($gameVariables.value(60), $gameVariables.value(63)).start();
The first argument is the ID of map event to be called. The second argument is its Event Page. I'm aware that map events are evaluated from highest event page back. The second argument... no matter what I put in, variable or constant, it ALWAYS gives me the highest event page, and not lower ones.
Ex: I set Var 63 (the event page) to 2 (the desired result is to trigger page 2). The event to be called has 4 pages. When the above script is executed, it triggers page 4 every time. What am I missing?
EDIT: FIXED. Figured it out. Checking variable condition for the Event Page works, and gives me the desired page. (Haven't used event pages since RM95)
PLEASE DELETE THIS POST THANKS RMN :)
$gameMap.event($gameVariables.value(60), $gameVariables.value(63)).start();
The first argument is the ID of map event to be called. The second argument is its Event Page. I'm aware that map events are evaluated from highest event page back. The second argument... no matter what I put in, variable or constant, it ALWAYS gives me the highest event page, and not lower ones.
Ex: I set Var 63 (the event page) to 2 (the desired result is to trigger page 2). The event to be called has 4 pages. When the above script is executed, it triggers page 4 every time. What am I missing?
EDIT: FIXED. Figured it out. Checking variable condition for the Event Page works, and gives me the desired page. (Haven't used event pages since RM95)
PLEASE DELETE THIS POST THANKS RMN :)
mysteries of rpgmaker?
Why is it?...
You can change the system music on Events Page 3.. here is the script version:
$gameSystem.setBattleBgm(name);
or .setVictoryMe(name)
or .setDefeatMe (name)
or for vehicle:
$gameMap.vehicle(ID of vehicle).setBgm(name);
But you cannot change the system sound effect? Is there a plugin for this? Here is what you could accomplish if this was editable:
1) You could make random cursor sounds, well suited for a kusoge (bakage?) game.
2) Alternately, you could make the cursor and confirm sound effects to be the individual notes of your game's theme song (in sequence)!
3) You have a temporary scene where your character transforms into a dog. Replacing the normal static system sounds the player is used to, with dog sounds! Could you imagine the Menu Confirm sound turning into "Woof!"
I would fall off my chair!
You can change the system music on Events Page 3.. here is the script version:
$gameSystem.setBattleBgm(name);
or .setVictoryMe(name)
or .setDefeatMe (name)
or for vehicle:
$gameMap.vehicle(ID of vehicle).setBgm(name);
But you cannot change the system sound effect? Is there a plugin for this? Here is what you could accomplish if this was editable:
1) You could make random cursor sounds, well suited for a kusoge (bakage?) game.
2) Alternately, you could make the cursor and confirm sound effects to be the individual notes of your game's theme song (in sequence)!
3) You have a temporary scene where your character transforms into a dog. Replacing the normal static system sounds the player is used to, with dog sounds! Could you imagine the Menu Confirm sound turning into "Woof!"
I would fall off my chair!
[RM2K3] How to make an intentionally terrible game?
If you want your game to LOOK intentionally bad (in an aesthetically interesting way), I made something today out of sheer boredom that would be useful for a Kusoge style game.
Control Variables : #0001 Red = Random -255..255
Control Variables : #0002 Green = Random -255..255
Control Variables : #0003 Blue = Random -255..255
$gameSystem.setWindowTone( [$gameVariables.value(1), $gameVariables.value(2), $gameVariables.value(3)] );
I tested it several times and my wife was trying to predict what window color would appear next, it became a fun game within a game (the greatest anachronism). Plus it makes your game looks like it's glitching even though it is not.
I want to play your game... it sounds fun!
Control Variables : #0001 Red = Random -255..255
Control Variables : #0002 Green = Random -255..255
Control Variables : #0003 Blue = Random -255..255
$gameSystem.setWindowTone( [$gameVariables.value(1), $gameVariables.value(2), $gameVariables.value(3)] );
I tested it several times and my wife was trying to predict what window color would appear next, it became a fun game within a game (the greatest anachronism). Plus it makes your game looks like it's glitching even though it is not.
I want to play your game... it sounds fun!













