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Suikomon
@Marrend ah! what a nostalgic song! :)
reegarding cut-off text on status screen. yeah, I need to fix that. thanks for reminding me.
regarding shift-to-dash! shift-to-dash is a normal feature of RPG Maker MV, which I've completely overridden/customized: a little later in the game, you will receive an item that increases movement speed to a run, and adds shift-to-not-dash :P
the fortune teller choices do have consequence. getting Adventure, Curiosity, and Compassion is a system all of its own, with rewards for getting different amounts.
the wishing lakes are not done; there is no reward for them right now.
the download is a little old, now. I'll get an updated version up later today, which introduces the main plot, has several more characters to collect, more recipes, a couple new mechanics, an incomplete farming system >_> and the beginnings of the open world. save games will probably NOT be compatible between versions, due to the added plugins!
@Frogge Wuppo was so good :P haha. I bought that game without knowing much about it before hand, and was super-pleasantly surprised. what a delight!
reegarding cut-off text on status screen. yeah, I need to fix that. thanks for reminding me.
regarding shift-to-dash! shift-to-dash is a normal feature of RPG Maker MV, which I've completely overridden/customized: a little later in the game, you will receive an item that increases movement speed to a run, and adds shift-to-not-dash :P
the fortune teller choices do have consequence. getting Adventure, Curiosity, and Compassion is a system all of its own, with rewards for getting different amounts.
the wishing lakes are not done; there is no reward for them right now.
the download is a little old, now. I'll get an updated version up later today, which introduces the main plot, has several more characters to collect, more recipes, a couple new mechanics, an incomplete farming system >_> and the beginnings of the open world. save games will probably NOT be compatible between versions, due to the added plugins!
@Frogge Wuppo was so good :P haha. I bought that game without knowing much about it before hand, and was super-pleasantly surprised. what a delight!
Dashy Boots
! I also noticed that rpgmaker.net's "script view" was leaving out an important part of the code (I think maybe some of the square brackets confused it??)
I've replaced the code with a download link: http://benmakesgames.com/rpgmaker/mv/bentelk_DashyBoots.zip this will also "fix" the file name issue, since the script comes with a name :P as long as you don't rename it, it's fine.
I've replaced the code with a download link: http://benmakesgames.com/rpgmaker/mv/bentelk_DashyBoots.zip this will also "fix" the file name issue, since the script comes with a name :P as long as you don't rename it, it's fine.
Dashy Boots
looking at my plugin code, there are a couple details I forgot to mention in the plugin description:
1. the plugin file must be called "bentelk_DashyBoots.js" for the plugin parameter to work. (I wish MV had a better system for getting plugin parameters, but oh well...)
2. it does require 1.6.1, the way it's written. if you replace
with
in the plugin, it may work with older versions.
by the way: it's that same line that causes the plugin to require being called "bentelk_DashyBoots.js". if you'd like to keep using your name of "dashingboots.js", then you could change the 'bentelk_DashyBoots' to 'dashingboots' in the code!
sorry for the trouble; hope that helps!
1. the plugin file must be called "bentelk_DashyBoots.js" for the plugin parameter to work. (I wish MV had a better system for getting plugin parameters, but oh well...)
2. it does require 1.6.1, the way it's written. if you replace
let dashyBootsItemId = ...
with
var dashyBootsItemId = ...
in the plugin, it may work with older versions.
by the way: it's that same line that causes the plugin to require being called "bentelk_DashyBoots.js". if you'd like to keep using your name of "dashingboots.js", then you could change the 'bentelk_DashyBoots' to 'dashingboots' in the code!
sorry for the trouble; hope that helps!
Dashy Boots
no command needs to be added. just make sure to select the item in the plugin config:

the item name is not important; you can call the item anything you want. as long as the party has the selected in their inventory, they will be able to run.
I tested this in a new project with no other plugins; if it's not working for you after setting it up, there may be a plugin conflict.

the item name is not important; you can call the item anything you want. as long as the party has the selected in their inventory, they will be able to run.
I tested this in a new project with no other plugins; if it's not working for you after setting it up, there may be a plugin conflict.
Character Offset
Neko Engine Plugins - Gender
No-RM Event
question: is using NO engine (or, more accurately, a home-brew framework) acceptable? or do we need to use a "real/established" engine?
About version numbers in games/scripts
for games and simple scripts, it probably doesn't matter much.
for more-advanced scripts where you expect other people to be writing scripts that depend on your script, http://semver.org/
for more-advanced scripts where you expect other people to be writing scripts that depend on your script, http://semver.org/
Building RPGMaker Events Challenges!
*edit* oops, we've moved on to minimaps. that's what I get for leaving the window open all night without refreshing >_> below is a solution to the random quote challenge.
hm. the fact that these are so tricky to do in events seems to me like a good indication that they should be done, at least in part, via script.
since point 2 says "you're ENCOURAGED to reach the solution without relying too much on scripts", not required... :P (feel free to declare my solution invalid/disqualified for relying on scripting; I was happy just to tackle a random problem)
EVENT
SCRIPT
you'll notice these are dependent on name. it could be made dependent on ID instead with a couple changes, but it gets a touch more involved; will post that if anyone's interested.
hm. the fact that these are so tricky to do in events seems to me like a good indication that they should be done, at least in part, via script.
since point 2 says "you're ENCOURAGED to reach the solution without relying too much on scripts", not required... :P (feel free to declare my solution invalid/disqualified for relying on scripting; I was happy just to tackle a random problem)
EVENT
@> Script: $game_variables[1] = CombatQuotes.get
@> Text: -, -, Normal, Bottom
: : \V[1]
SCRIPT
module CombatQuotes def self.get quotes = {} quotes["Eric"] = [ "You're going down!", "First blood is less important than last blood!", "Aw yeah!" ] quotes["Natalie"] = [ "BOOM!", "Say hello to my little friend!", "In it to win it!" ] quotes["Someone Else"] = [ "I'm expressing my strength through words!", "So determined!", "Are you tired of seeing the same three quotes yet?" ] # .sample takes a random item from the array; we use it twice here return quotes[$game_party.members.sample.name].sample end end
you'll notice these are dependent on name. it could be made dependent on ID instead with a couple changes, but it gets a touch more involved; will post that if anyone's interested.














