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Download for script submissions
Yes, the code tag is required to stop array / hash indexes being eaten. I'm sure it used to be optional...
I see the same thing as Marrend when editing a script submission, nowhere to add a download. Although I did go through adding code tags around most of my submissions after somebody on discord couldn't get my script to work due to some indexes being eaten.
I see the same thing as Marrend when editing a script submission, nowhere to add a download. Although I did go through adding code tags around most of my submissions after somebody on discord couldn't get my script to work due to some indexes being eaten.
Download for script submissions
Would it be possible to have a download / attachment on script submissions?
Would be easier for users to save a file than view a page and copy/paste, especially for MV plugins. Script writers wouldn't need to worry about subtle corruption introduced by the bbcode parser.
Would be easier for users to save a file than view a page and copy/paste, especially for MV plugins. Script writers wouldn't need to worry about subtle corruption introduced by the bbcode parser.
MV Battlers for Battle Symphony
[RMMV] failed to execute 'createlineargradient' on 'canvasrenderingcontext2d'
Your call stack shows there's a problem with your MP value.
Your damage formula doesn't return anything, so may be setting MP to undefined.
Try:
var x = a.tp; a.clearTp(); x
Your damage formula doesn't return anything, so may be setting MP to undefined.
Try:
var x = a.tp; a.clearTp(); x
Is there a conflict between Yanfly's Synthesis and Quest Journal Plugins? [RMMV]
That's just a copy/paste error by the author.
The description is just an editor field, has no effect on functionality.
The description is just an editor field, has no effect on functionality.
[RMMV] makeVideoPlayableInline is not defined: how to resolve?
search your js folder for that function name.
There are two hits for me:
iphone-inline-video.browser.js (defines the symbol, obfuscated js file)
Graphics._createVideo in rpg_core.js (calls the function during startup)
So if the iphone file is missing, copy it from another project. I assume it is a function that does nothing when you are not running on an iphone.
There are two hits for me:
iphone-inline-video.browser.js (defines the symbol, obfuscated js file)
Graphics._createVideo in rpg_core.js (calls the function during startup)
So if the iphone file is missing, copy it from another project. I assume it is a function that does nothing when you are not running on an iphone.
[RMMV] How to set Variable = ID of Item Used
Without scripts, put this in the damage formula:
$gameVariables.setValue(variable_number, item.id); actual damage formula here
Or possibly:
v = item.id; actual damage formula here
With scripts, you can do the same thing in a note tag eval (or your own custom script), which allows you to do this on an item with no damage or healing formula.
YEP_SkillCore is an option for a script that gives you note tag evals during skill / item execution.
$gameVariables.setValue(variable_number, item.id); actual damage formula here
Or possibly:
v = item.id; actual damage formula here
With scripts, you can do the same thing in a note tag eval (or your own custom script), which allows you to do this on an item with no damage or healing formula.
YEP_SkillCore is an option for a script that gives you note tag evals during skill / item execution.
[RMVX ACE] Show text images
The large images you have are to use with the "show picture" command.
?I think you found the face set images yourself based on your last post?
?I think you found the face set images yourself based on your last post?
[RMXP] Making an Earthbound/Undertale hybrid "Spare/Act" system
OK, you're using a common event as one of the skill effects. Unfortunately the common event has no knowledge of which enemy was targeted so you're going through all of them and checking if the state was applied or not.
Two ways around this:
1. Have your skill apply a second, invisible, state with 100% probability.
In the common event, put an outer condition for each enemy to check whether they have the state or not.
Only if they have the invisible state,run your existing condition to show one of the two messages. Then remove the invisible state from that enemy.
"Invisible state" means: no icon, no apply messages etc, so it doesn't show up in the battle UI.
2. Use a script call in the skill effects to set a variable
This will look something like "$gameVariables.setValue(variable_number, b.index())" in MV
or "v = b.index" in VXA
To get a script call into a skill, you can either put it in the damage formula or use a plugin that lets you do it more flexibly (e.g. YEP_SkillCore)
Armed with the variable, your common event can use only the relevant enemy.
Two ways around this:
1. Have your skill apply a second, invisible, state with 100% probability.
In the common event, put an outer condition for each enemy to check whether they have the state or not.
Only if they have the invisible state,run your existing condition to show one of the two messages. Then remove the invisible state from that enemy.
"Invisible state" means: no icon, no apply messages etc, so it doesn't show up in the battle UI.
2. Use a script call in the skill effects to set a variable
This will look something like "$gameVariables.setValue(variable_number, b.index())" in MV
or "v = b.index" in VXA
To get a script call into a skill, you can either put it in the damage formula or use a plugin that lets you do it more flexibly (e.g. YEP_SkillCore)
Armed with the variable, your common event can use only the relevant enemy.
Making a Compass/Pointer [RMMV]
You have (wait) in the move route commands on the 1st page but not the second.
You have autonomous movement "approach" on the 2nd page, but "fixed" on the first.
Could the move route commands be incorrect? (the examples have "TURN TOWARDS: Event 5"
Try pressing F12 in test play and see if there are errors in the console.
Also: Earthsea, nice!
You have autonomous movement "approach" on the 2nd page, but "fixed" on the first.
Could the move route commands be incorrect? (the examples have "TURN TOWARDS: Event 5"
Try pressing F12 in test play and see if there are errors in the console.
Also: Earthsea, nice!













