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TimTamGif2.gif
It's all events and pictures, glad you like it.
If you're interested, I can share or make a tutorial out of it.
If you're interested, I can share or make a tutorial out of it.
[RMVX ACE] [SOLVED] Script for marking progress on a path?
If you want a pure event solution, rather than a nightmare of switches use a single variable.
* add 1 when you step on a correct tile
* reset to zero when you step on a wrong tile
* use the "variable is X or above" to show the correct event page for each tile
(assuming there's only one correct path)
* add 1 when you step on a correct tile
* reset to zero when you step on a wrong tile
* use the "variable is X or above" to show the correct event page for each tile
(assuming there's only one correct path)
[RMMV] Having trouble with initial playtest
You can set the spawn point by right clicking a tile in the map editor and set the starting position from the context menu.
Failed to load suggests you deleted map 001 which had your spawn point on it, or something is badly wrong with the project directory.
Failed to load suggests you deleted map 001 which had your spawn point on it, or something is badly wrong with the project directory.
[RMMV] Help with custom sprites
It's mostly a style thing, are you drawing your own tiles as well as character sprites? If not, you should size the character to fit the tiles. For the standard tiles and similar sets, 1.5 tiles tall is a good height for an average character.
Leave yourself space for big hair or flamboyant hats.
Looking at your image, the character is too tall for the doorway, but the house doesn't look unreasonably proportioned. If your character's height was the same as the top of the ground floor windows, it would fit better.
Perhaps look at the screenshot thread or game pages to find a style you like?
And look at tall character resources for character graphic styles people have done before.
Leave yourself space for big hair or flamboyant hats.
Looking at your image, the character is too tall for the doorway, but the house doesn't look unreasonably proportioned. If your character's height was the same as the top of the ground floor windows, it would fit better.
Perhaps look at the screenshot thread or game pages to find a style you like?
And look at tall character resources for character graphic styles people have done before.
Review Pirates
Road To Paradise - The Staircase Review
Ah I see, I thought the same side of the screen was copied from the next scene where those two are on the left and the other two are on the right.
I was running the game in a window, and my monitor is 1920x1080 same as a television. Perhaps there is a missing font that you have installed as a system font?
The text box overruns were frequent and the main reason I gave this a 3.5 instead of a 4. I'll send you some screenshots in a private message to avoid spoilers
I was running the game in a window, and my monitor is 1920x1080 same as a television. Perhaps there is a missing font that you have installed as a system font?
The text box overruns were frequent and the main reason I gave this a 3.5 instead of a 4. I'll send you some screenshots in a private message to avoid spoilers
[SCRIPTING] [RMMV] Dynamic economy with RPG Maker MV
Skid, you want to use the "code" forum tag to quote code blocks (4th icon from the right,
).
To answer your question, $gameVariables is a global that is defined by one of the engine scripts. So you can reference it from any plugin (also the javascript console for debugging - press F8 or F12 in test mode).
All the core scripts are in the js folder with names starting with rpg_ for the game systems part.
Normally you want to override (patch / alias) the core classes with a plugin script rather than editing the original. But you will want to *read* the original scripts when writing plugins.
The way to patch objects in javascript is simply to set the member name to a new function.
Often you want to preserve the original function to base call it, you do that by assigning to a local variable
If you look at the source of existing plugins, you'll find lots of variations on the above.
The code you were asking about looks like a replacement for the shop processing event command from the 4th post.
So you'd need to patch Game_Interpreter.prototype.command302 with your own version.

To answer your question, $gameVariables is a global that is defined by one of the engine scripts. So you can reference it from any plugin (also the javascript console for debugging - press F8 or F12 in test mode).
All the core scripts are in the js folder with names starting with rpg_ for the game systems part.
Normally you want to override (patch / alias) the core classes with a plugin script rather than editing the original. But you will want to *read* the original scripts when writing plugins.
The way to patch objects in javascript is simply to set the member name to a new function.
Scene_Shop.prototype.sellingPrice = function() { return this._buyWindow.price(this._item); };
Often you want to preserve the original function to base call it, you do that by assigning to a local variable
var MYPLUGIN_Scene_Shop_sellingPrice = Scene_Shop.prototype.sellingPrice;
Scene_Shop.prototype.sellingPrice = function() {
return MYPLUGIN_Scene_Shop_sellingPrice.call(this) * 2;
};
If you look at the source of existing plugins, you'll find lots of variations on the above.
The code you were asking about looks like a replacement for the shop processing event command from the 4th post.
So you'd need to patch Game_Interpreter.prototype.command302 with your own version.
Something that blew my mind today? Chrono Trigger doesn't have a defend option.
Part of the issue with defending is the low information in classic battle.
If you've fought the enemy before, you might know what sort of attacks it uses but not what it's using this round or who it's targeting.
Compare that to something like "Into the Breach" (a tactics game, not an RPG). There you have perfect information about exactly what the enemy are doing and where. It stacks the odds against you so you need creative solutions to avoid losses.
Sometimes RPGs give you information in boss fights (whether it's fixed attack patterns, countdowns or telegraphs). But that just means everyone defends that round, heals the next, attacks the one after.
I've done some experiments with higher information in turn based battles. As well as making the situations where defend would be a useful choice visible, it enables other mechanics like interrupts. If the player acts first, and stuns the enemy doing the dangerous action, it does not happen. That can be interesting play so long as you can't cheese the battle by stunlocking the enemy. Do you interrupt "call reinforcements" or save your TP in case "fire support" is coming next round?
Sorry for the rambling stream of consciousness post.. It's an interesting aspect of game design for me, and I haven't found the perfect solution yet.
If you've fought the enemy before, you might know what sort of attacks it uses but not what it's using this round or who it's targeting.
Compare that to something like "Into the Breach" (a tactics game, not an RPG). There you have perfect information about exactly what the enemy are doing and where. It stacks the odds against you so you need creative solutions to avoid losses.
Sometimes RPGs give you information in boss fights (whether it's fixed attack patterns, countdowns or telegraphs). But that just means everyone defends that round, heals the next, attacks the one after.
I've done some experiments with higher information in turn based battles. As well as making the situations where defend would be a useful choice visible, it enables other mechanics like interrupts. If the player acts first, and stuns the enemy doing the dangerous action, it does not happen. That can be interesting play so long as you can't cheese the battle by stunlocking the enemy. Do you interrupt "call reinforcements" or save your TP in case "fire support" is coming next round?
Sorry for the rambling stream of consciousness post.. It's an interesting aspect of game design for me, and I haven't found the perfect solution yet.
Fallback fonts and font checking
The same technique is applicable to VX as well. For VX Ace and later, you can just bundle the font with the game.
Passability And Dashing
The simple answer is to use:
Because you just want to call that existing function to find out if the player is dashing or not.
The 'return' means "ignore the rest of the function, I have the answer"
And
is just a shorthand way of writing
if $gamePlayer.dash?
Because you just want to call that existing function to find out if the player is dashing or not.
The 'return' means "ignore the rest of the function, I have the answer"
And
return false if @move_route_forcing
if @move_route_forcing return false













