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Making a Compass/Pointer [RMMV]

Hi coelocanth

It works perfectly. Thanks for the help.

Making a Compass/Pointer [RMMV]

Hi coelocanth. I'm certain that I have everything correct, but for some reason, it's deciding to ignore the instructions on the second page. It just remains still when the destination has been set. Here's the images of the event.

The TELEPORT: PLAYER and TURN TOWARDS: EVENT are part of Yanfly's movement core plug in. Teleport is so that the pointer will always be brought to the player's location when they come back to the overworld map.

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Making a Compass/Pointer [RMMV]

Thought I'd change my request around so it says what's currently going on.

The compass now follows the player around when no location is chosen, but when a location is chosen, it will then be frozen in place. When the location is de-selected, then it follows the player again. This could work in the game, but it would be much better if it still followed the player around.

This doesn't make any sense as I have it's priority set as "Above", and its type is "Approach" so it should be able to move freely, right? And now, instead of variables, now switches determine what location it aims at. I thought maybe it was getting stuck with too much instructions all on one page.

Making a Compass/Pointer [RMMV]

Hi there

I'm trying to making a compass pointer for my game, as it's a bit like an Elderscrolls scale when it comes to the world map. I'd like it basically to be a pointer, which will stick close to you, but would point in the direction of the location you've specified. This would be picked from a choice list, and then having a variable number for each location when it is selected.

I know how to make the pointer point to the location, but I don't know how I'd make it tail the player around. Could someone tell me how I could do this?

You guys ok with the Corona Virus/covid19?

This cartoon was in the regional paper. It sums up most of the general public's attitude to the situation. Hopefully people are still taking things seriously.

It's supposed to be like Russian dolls.


The Dominion Post, B4. Saturday, May 9, 2020. New Zealand.

How to make a battle event which removes actors at the end of a battle [RMMV]

Thanks for the help, Marrend.

I looked elsewhere and devised a way to do it by using parallel common events.

How to make a battle event which removes actors at the end of a battle [RMMV]

I'm trying to make a summoning skill in the game, basing it like how the conjuration spells work in the Elderscrolls games. The summoned creature then operates under Auto Battle.

Is there a way to make it so that the summoned actor vanishes at the end of the battle? I know how to remove characters from the party, but there doesn't seem to be a way to make it do this as at the end of a battle. As only one enemy can be chosen as a condition for it. e.g. enemy HP (1) <= 0%.

Do you think making all these bridges usable is really necessary? RMMV

Thanks for mentioning the plugin as I have the Steam version. If it has less impact on the performance, then I'll probably put them back in.

I've kept a copy of my original bridge events, so at least I won't have to go through all that hassle again.

Rather than making another post. I've just tried the plug-in and it works perfectly, and much less complicated. Thanks for letting me know about them. Just wish that they'd made it about more obvious about having all those plugins stashed away in there. I never knew.

Do you think making all these bridges usable is really necessary? RMMV

I've settled on just making the bridges as overhead tiles, and putting gates on the stairs leading to them. My computer has high ram, and a decent graphics card (for a laptop), and it was beginning to show some choppiness when moving, so I figured it will probably get even worse once there are npcs in the city as well.

Do you think making all these bridges usable is really necessary? RMMV

I'm beginning to make a game based on the Earthsea books, starting off with Havnor Great Port. I'm trying to make it true to the books, where it describes it being a maze of a city, with staircases and bridges connecting the roofs of the buildings.

I've made them all so they can be crossed above, and underneath, but I'm getting concerned that this might start impacting performance quite a bit, and maybe I should just have them over the streets, but unusable, just being there for aesthetics. It amounts to 745 events on this one map, without even having added any NPCs yet.

The clusters of events shown on the map below indicate where a bridge is.