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Conditional Choices Script v2.0 By Winthorp Darkrites/WinterDream Games Creator This plugin let you disable or hide choices in the Show Choice window of RPG Maker based on your conditions! You can tell the plugin to check for Switches, Variables, Actors, Items and Gold, he will do the rest! From version 2.0 you can also decide to display a different text when a choice is enabled or disabled Screenshoots Video Mini preview (from my Steam Workshop Tutorial) Terms of use Refer to the Terms of Use file at this link Version, bugs and further development VERSION 1.0: Initial Release VERSION 1.1: Fixed the height of the Show Choice Window VERSION 1.2: -Removed the HIDE functionality due to big indexing problems -Now using the "escape choice" functionality doesn't ovverride the plugin -Using the action button while there is no choice selected no longer cause to skip the Show Choice event Trimming of the <<[ and ]>> tags are now limited to the Show Choice box VERSION 2.0: 100% rework of the code, it has been rebuilt from scratch Kept retro-compatibility with previous versions Return of the HIDE funtionality, now perfectly working (use (([ and ])) for hide conditions. Plugin now support more conditions check! (Actors in party, Items in inventory, gold carried) Added plugin parameters to personalize buzzer sound and handle default selection in case it falls on an hidden choice. Added the possibility to change the text of a disabled choice At the moment no known bug are under investigation but feel free to report them to me! Future released will aim to let items quantity be the second math operator (see plugin info in Rpg Maker MZ) Download Downloadfor free on Hitch.io or Patreon (Available without subscription)
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Aleatory Common Event - RPG Maker MV plugin _____________________________________________________________________________________________________________________________________________________________________________________________________ With this plugin you will be able to play a random common event specified in the plugin commands. By purchasing my plugins, you will be directly supporting the funding of my game Genocide. You will be credited in the game. Con este plugin podrás reproducir un evento común aleatorio especificado en los comandos del plugin. Al comprar mis plugins, estarás apoyando directamente la financiación de mi juego Genocide. Aparecerás en los créditos. The plugin: https://adameldev.itch.io/aleatory-common-event-plugin-mv El plugin: https://adameldev.itch.io/aleatory-common-event-plugin-mv Plugin by AdamElDev
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Hey, I'm having some problems with this plugin, can someone help me? I'm with problems to activate it. I don't know if the problem is my script or the event, but I have some screenshots to help. Sorry for the english, it's not my first language.
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Hi. I am trying to use a script called "Galv's Animated Battlers" created by Galv that allows the battlers to use battle charsets. The thing is when i try to use it on any battle (either on in game battles or while using the troops tab battle testing feature), an error always appear saying "Script 'Cache' line 88: NoMethodError occurred. undefined method `empty?' for nil:NilClass". The cache's 88 line says "if filename.empty?". I don't really know programming so i don't know how to solve this.
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My window layout is a clean build so it doesn't conflict with any plugin. The process is simple but not easy, it took me a long time to create this plugin. to make it compatible with the mobile version as well and not conflict with other things outside https://palatkorn.itch.io/create-window-rpg-maker-mv It's easy to work. You just adjust 1 page. There are a total of 8 windows, a total of 120 windows. You may do 120 quests. What kind of this and this is an interesting option For you get another here Version Pro V1.5 Fix invalid data that doesn't work. I got it wrong and fixed it now you can very easy to use V1.4 Added a keyboard launch assignment. Open Window Buy1 with the B button. Make corrections Screen error 13-14-15 The color tone windows in the game can now be changed. open Gallery screen. Plugin Command New PLK_Window Color1 PLK_Window Color2 PLK_Window Color3 PLK_Window Color4 PLK_Window Color5 PLK_Window Buy1 PLK_Window Buy2 PLK_Window Buy3 PLK_Window Buy4 PLK_Window Buy5 PLK_Window Buy6 PLK_Window Buy7 PLK_Window Buy8 PLK_Window Buy9 PLK_Window Buy10 PLK_Window Buy11 PLK_Window Buy12 PLK_Window Buy13 PLK_Window Buy14 PLK_Window Buy15 It still needs a little improvement. This is an example window. I think this may help as a good option. Terms of Use Free to use in both commercial and non-commercial projects as long as credit is given. Simply credit "Paltkorn" in your in-game credits. You Helping you to have beautiful windows in your choosing clearly and easily All 120 windows that this plugin layout is compatible with MOG_MenuBackground MOG_MenuParticles Edit, category, page, flexible, easier to use.
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Hi, this is my first post here! First off I would like to say I do have a demo of this game available now on my itchio page here https://wildgypsy.itch.io/summer-solstice I'm desperately trying to get feedback as the game is part of my A level coursework, thanks. Okay, now time for the question I need answering: So I am making upgrade items for the full game (some are featured in the demo but they are kind of like beta versions) Basically how they work is I'm using the Yep upgrade item plugin and in the note box for the upgrade items I use this: <Upgrade Weapon Type: 0> <Upgrade Effect> Eval: $gameTemp.reserveCommonEvent(119) </Upgrade Effect> Then the common event turns on a switch which triggers a base troop event with looks for the correct scenario to apply the boost (for example at the first turn of the battle a 50% chance of a random enemy being affected with burn or 1% chance of random enemy dying at beginning of the battle just to name a couple) but the problem I have with my script is that the effect is applied immediately after the upgrade is applied to the weapon or armour, however, I only want it in effect if the weapon or armour is equipped. In short, what I think I need is a script to check whether the armour or weapon has been equipped or unequipped! Thanks for your help!
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Shiggy's Multicurrency Plugin - Compatibility with Yanfly's Core Engine
Vis_Mage posted a topic in Programming
Hello! Would someone be able to help me out with a compatibility error between Shiggy's Multicurrency Plugin (requested below), and Yanfly's Core Engine (and to some degree Yanfly's Shop Core)? The issue between them is a little odd. With just those two plugins in a project together, there isn't a visible issue, but if you also have Yanfly's Shop Core, then when you attempt to buy or sell an item, the screen that shows you current gold/spending gold/remaining gold instead shows NaN (Not a Number) for the values. The reason that I believe the issue is with Yanfly's Core Engine is because if I only have Shiggy's plugin and Yanfly's Shop Core, this issue does not occur. I hope I explained this all well enough. If you're not sure what I mean by something, definitely feel free to ask. Thank you! -
I am currently remaking an old IPhone Game called Dragon Island Blue however I need a Plugin Scripter to develop most importantly the Battle System. On Reddit we are over 200 members and on Discord over half that amount and some donated me so I can hire someone to develop the most important plugins. https://youtu.be/j8dOG0UL9D8 This is let´s play of one of the admins of my discord a good combat part is between 6:50 - 9:00. It´s a battle system similar to ATB but it works more around the tick-based system. One tick is refered to as a TU - Turn Unit. Which monster will make the first turn is determined by it´s speed, so the speed of the battlers is only useful when it joins battle. Every attack has instead of mana or whatever other source turn units. The number of turn Units a skill that is used has places them back into the queue accordingly. Then it will subtract the number of TUs equal to the monster that currently has the lowest TUs of all monsters bringing the first monster down to 0 which is able to make a move now. In the game your party size will increase as you progress, if one monsters regardless of your team or the enemies it will be replaced by the next monster in the party queue. (you can not swap your party while in battle, only with one very specific skill and there is also a skill who kills the user and replaces it with a random monster at places it at the end of the queue, this will only last for the battle though). There can only be 3 monsters at each side at the same time but the player is able to summon a spirit on it´s own 4th slot. (Similar to SRDs Summon Plugin) Damage over time moves also work around this system for example poison will deal damage of 500TUs or the effect X will last for 300TUs. There is also Haste in the game which can reduce or increase the number of TUs a skill costs. The UI does not have to be fully recreated like it is in the orignal. The only real change I need is the TU turn order bar which can be made with yanflies turn order display plugin. I already implemented a lot of monsters and other stuff so you have a lot of room to test the plugins needed properly. If you are interested join us on Discord or Reddit: https://discord.gg/PYdztgVCks https://www.reddit.com/r/DragonIslandBlue/
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Is there a plugin that lets me add something like a voting system and voting screen similar to how it works in Among Us? I wanna try to make a game similar to Among Us but different enough so it's not a direct copy and add AIs to the game so it's not an online game. I attached a picture I edited of what the voting screen looks like in Among Us. Also I have the Among Us voting screen resource parts if that helps at all.
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- voting system
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Greetings! Just want to announce the release of 2 new plugins, a party module for the HUD plugin that can be found here. And another for a scene to showcase some images before game loads that can be found here. They're totally free, and will always be!
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Is a plugin rewriting RMMZ codebase into ES6 standard a good idea?
DoubleX posted a topic in Programming
I think such a plugin has at least the following potential advantages: 1. Those avoiding direct prototyping like a plague can work with an ES6 version 2. Those not being familiar with ES5 don't have to learn this outdated approach, especially when it's just for writing RMMZ plugins 3. As this plugin can be directly maintained by the RMMZ plugin developer community, it might address their needs more effectively and efficiently(as long as such changes won't break plugins not written with this plugin in mind) And at least the following potential disadvantages: 1. This plugin will need to be kept in sync with the default RMMZ codebase changes, which can be very complicated and convoluted for the plugin developers involved to detect all the changes in the latter(while letting the plugin users/other plugin developers know if the plugin's outdated is an easy, simple and small task) 2. This can further "encourage and recommend" ES5 vs ES6 flame wars among some plugin developers(and can be a serious community trouble if it becomes a widespread drama), as some will write plugins in the ES6 standard with this plugin and some will continue to write ES5 with direct prototyping without this plugin 3. Some plugin users touching plugin implementations will have to deal with both ES5 and ES6 styles, as some plugins will be written in the former and some will be written in the latter(or even mixed styles in the same plugin in some rare extreme cases) To make this post more effective and efficient, I've used nearly 35 hours in 3 days to write 1 such plugin(0.9.5 with just the core parts). While it might break some plugins not written with this plugin in mind despite the fact that I've checked about that several times already, I want the discussion to focus on whether THIS DIRECTION AS A WHOLE is a good idea, so I hope it's not so poorly written that it'll defeat its purpose in this post :) -
Hello! :) Would someone be able to help me with setting up Triacontane's Submenu Commands plugin? Evenenwith google translate, I can't for the life of me figure out how I'm supposed to set things up. https://triacontane.blogspot.com/2017/04/blog-post.html?m=1#comment-form What I'm hoping to do is create a "parent" menu option named Journal. And when it is selected, a handful of "children" options such as Quest Log, Bestiary, and Help can be selected. At the moment though, I can't seem to get any menu commands I try to set up in the plugin configuration to show up on the menu at all. I'm guessing that I just haven't properly configured it, but after a few hours of trying, I haven't had any luck. Just as a note, I have been trying this in a fresh project, so no plugin incompatibilities to worry about. Thank you
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Need a plugin that allows states to control skill 'repeats' (Multi Cast)
Animebryan posted a topic in Programming
I'm looking for a plugin that can setup states to apply a controllable amount of skill repeats, basically abilities like Double/Triple/Quad Cast. It could setup notetags to states that apply an x amount of repeats to select skills, which would be controlled by skill notetags like this <multi cast>. Any help with this would be appreciated. -
I'm using this plugin to give more stat customization to the player, but I'm having touble with the formulas. Specifically, the cost formula. This is the one I'm using: Math.ceil(actor.atk / 10) + 1 So, if I understand correctly... This should make that for every 10 attack points the actor has, the cost goes up 1 point. Since my character's attack is 22, the cost should be 3 points... And it's currently asking for 4. I know I'm missing something, or that I'm doing something wrong. I just don't know what. I suck when it comes to formulas, so I'd really appreciate any kind of help you could provide. Thanks in advance!
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Hi all, I have a combat system set up that allows for X max party members to exist, and Y max battlers on the field. I want to be able to give my player additional party members AND additional battlers as he/she gets more powerful. So like early game you can have 2 party members, but only 1 fights at a time. Then you learn to get 3 party members, and 2 can fight. etc. Eventually I want to go to like 7 party members, and 4 battlers. I already have the command to change max party members as the game progresses figured out, but does anyone know how to change the max battler number as the game progresses? Thanks, Murg
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I've run into a problem regarding enemy ID's and plugin commands. Here's the situation: In an event page for a battle with one enemy (a boss fight) I'm trying to set up a sequence that displays text, plays an animation and then runs a mod command (the mod in question is yanfly's Absorbtion barrier, if it's relevent. The text describes why the enemy is creating a shield, the animation displays a shield being created and the mod command adds the shield in gameplay terms.) So far, I have found a way to run the command as part of the enemy action taken that turn, and after that, display the text. I want to have the enemy take their action, then the text to be displayed, then the animation to play and only then for mod command to add the shield, in that order. If that isn't possible, then disregard this post. The problem is this: if I try to run the mod command on it's own, it doesn't actually work at all. No error message, nothing. I think it just isn't targeting anything. The other option I have is to run the command as part of a forced action that the boss takes, which runs the animation at the same time. This is where the other part of the problem arrises; that the enemy doesn't have the capacity to target itself with the "force action" command (I think, please correct me if I'm wrong.) if I don't have the enemy id of the boss to direct the shield making ability in the right direction. I don't have the enemy id, nor do I know how to get it. Sorry for taking so long, being such a noob, and presenting such a convoluted problem. Any help at all would be deeply appreciated
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[RMMV] Story Book Ex Plugin {Script by: Soulpour777} Parameters: – Story Image, Text X Axis, Text Y Axis and Text Scroll Speed – Book Particle, Scroll X and Scroll Y – Skip Availability – Music Name, Volume, Pitch and Pan Open Features: – availability to skip. – availability to present stories and even credits in scrolling manner. Images should be placed under img / pictures folder. To call the scene, place this on the script call event: SceneManager.goto(Story_Book); Credits: Moghunter – During XP and VX engine days, he made this script called ‘Scene Book’, where the idea is you see scrolling images, a music ad a few wavy images to simulate the story being read. I was thinking of making one for MV, but I coded this during my earlier days of learning MV, so I made it the simplest way possible. I want to credit him for the original script and idea behind the creation of this plugin. Get the plugin at SoulxRegalia.
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Error with the sideview actors plugin... can anyone say me how can i solve it?
Cazadragones posted a topic in Programming
Im tried use enemy-actors with the SV Battlers system of the plugin "YEP_X_AnimatedSVEnemies" and i can get my enemy appear in screen with his animated battler, but when im going to attack. The game crash with the error: "TypeError: Cannot read property 'height' of undefined." If the system dont dettect the height of an undefined thing... How will I know what I have to correct? Any help in this regard? Thanks in advance. ^-^ Im forgot say im using RPG Maker MV. surely if you can help me, you know about this, but... im said anyway... Im actually solved the problem of the plugin replaced it for other. (Im replaced the YEP_X_AnimatedSVEnemies for VE_BattlerGraphicSetup) -
I'm looking for a way to imitate the effect similar to Szyu's ThornSkills for RPGVXA It's an effect where you can place a state on an ally, and whenever they are attacked by the enemy, they retaliate by casting a specific skill and removing the state. Ex. A [Flame Trap] skill that applies [Flame Trap] to an ally, and when they are attacked, that ally retaliates with a different skill, such as [Flameblast] and the trap state disappears. Is there any way to imitate that using either Yanfly Plugins (like Lunatic Code stuff) or other plugins? (I was planning to make a class that specialises on "Trap Skills" but after I moved it all to MV, I couldn't find a "ThornSkills" script for it >.< Help!)
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!ALERT! The first version contains parameters that will not work with RMMV v1.6.0 and beyond. Please use the second, slightly gutted version instead. Credits to Trapless for bringing this to my attention and helping to try fix it. Do NOT use the 1.6.0 version with MV 1.5.2 or below, it will throw a tantrum. Yes, there is a developer console that is included in RPGMaker MV. It's a more generic, but also more powerful Javascript console with a whole load of features like the network monitor which for most people and projects, are probably going to be fairly redundant. Sadly, unlike its predecessor RMVXAce, this console does not have a built-in option to be brought up on test launch. You have to manually bring it up by pressing the F8 button. Moreover, it comes in smack-bang in front of the game window and has to be manually resized by hand. This is annoying to no end.... ...unless you have this plugin. For RMMV Versions 1.5.2 and below: Gutted version for MV v1.6.0+: Stick this in a text file, rename the extension to ".js" and put it in your plugins folders. Use like any other plugin. In addition to resizing and repositioning options, there's an option for whether or not you want the console to initially appear behind the game window. Obviously, once you close the initial window, you'll have to F8 and manually resize and reposition if you want it back. It goes without saying that this is a developer's tool and is going to be utterly worthless to anybody who isn't planning on touching plugins. I'm not going to pretend it's particularly useful either, just there for the sake of convenience. I don't know why they took out the option from the editor - it was quite convenient in Ace. I'd like to be able to say this is my first MV plugin, but sadly it's my second - my first was a plugin made to bring back the fullscreen-on-boot option which also seems to have disappeared from MV. You now have to manually press F4 to fullscreen (unless you write a plugin for it like I did). I'm not feeling very impressed with the whole thing right now. Perhaps I'm just not used to it, but I'm finding Javascript a mess of semi-colon cancer compared to Ruby. EDIT - Nah, no point attaching an actual text file, won't save that much time for anybody wanting to use it. Just copy and paste and rename the extension. For obvious reasons, the forum doesn't allow upload of .js files directly. EDIT 18/11/2015 - Updated the plugin so you can name the .js file whatever and it'll still read the parameters. EDIT 28/02/2018 - Posted new version that works with MV version 1.6.0:
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Trouble with MOGHunter's Character Poses - Player disappearing after death
Skysagi posted a topic in Programming
Hello, everyone. This time, I'm having yet another trouble with one of MOGHunter's Scripts. This time, it's specifically his Character Poses plugin (https://atelierrgss.wordpress.com/rmv-character-poses/) and, presumably, his Chrono Engine plugin is involved with the problem as well (https://atelierrgss.wordpress.com/rmv-chrono-engine/) (Note: ABS Mode, not Chrono Mode). The problem is the following: I was testing a battle with two party members and I decided to test in case the character died. It turns out that the Character Poses plugin makes the character invisible and nothing is capable of making it reappear, even after the same character has already been revived. How should I be able to fix this? -
Hello, everyone. So, what I am looking for is a Plugin for RPG Maker MV that allows the player to swap the party leader or rotate the Party in only one button. That is really the only thing I need, but even after looking it up, I'm not certain if such plugin exists. If anyone can help, please do it.
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This is a bit of a lengthy post but I'm looking for a few plugins to help finish my battle engine. I'm making an engine that is essentially RNG cockfighting/Pokemon, at I want it to look similar to this: I have the basics done, but now I just need mostly visual plugins and a way to make abilities.First, I'm looking for a plugin that will give actors and enemies abilities like in the mainline Pokemon games. Basically a passive skill that activates under certain conditions. For example, something like "this actor gets an extra attack stat point when they are hit", "this actor summons another actor to battle when X condition is met" or "this actor regenerates 10% max HP every turn", something like that. A plugin where I can make abilities and give them to actors and enemies.I'm also looking for a plugin that will display both the Actor and the Enemy's HP and stats in the bottom box, instead of just the Actor's HP. I'm making an engine that is essentially RNG cockfighting, so I need both Actor and Enemy's stats visible so the viewers can see both sides' info. If I can have the Abilities shown too, that would be great.Also, instead of HP being shown, I would like it to be an estimate, like 100% HP is shown as "Unscathed", 99-75 is shown as "No Worries", etc.Finally, is there a way to make static enemies/actors move forwards before attacking with the Victor Engine Battler Graphic Set Up?Sorry for the lengthy list of plugins needed, but if anyone can help me find plugins that will let me do the above, that's great! EDIT: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/ Is there anything like this for MV, and a way to make it show the compared stats the entire time?
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So I browsed to see if anything was up here already, and so here is my presentation. It sounds simple in my head, but I'm not a java scripter. I've broken it down intto steps, if someone wants to tackle a step at a time and then we can post the results in this thread. IF this sound interesting but any part seems to big to tackle just for funsies, I'd be willing to negotiate compensation. Step 1 Controlling all actions in a battle. Change Enemy actions IN battle to allow the player to pick them. --- Right now, the AI picks from the list. It seems simple enough to just copy and paste the classes that control player input actor actions into where the scripts grab the current enemy actions. But I'm dumb so maybe I'm asking a lot. Step 2 Actor Vs Actor Allow an actor to be placed where the to be called instead of an Enemy so you have an actor vs actor battle. //Step 2 and 1 effectively give you the ability for PVP hotseat between two players. Step 3 Allow PVP to be turned on and off by plugin command. Allowing for PVE and PVP Step 4 Being able to export and import in deployed game So I create a character at my house in the game. email the file to myself. Go over my friends house, load it up and PVP head to head. Step 5 Going online This is probably the point at which I stop. But the end goal of the game, would be for two players to be able to p2p connect and the game share the battle information and actors information so you can do PVP in battle. Not a true MMO, as its just battling against one other person a la pokemon.
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So Ive searched for a while and something I cant seem to find is a plugin that makes the player automatically lose when they have one actor remaining, or win if the enemy has only one actor remaining. This may be a result of my inability to search things right sometimes, but if it isn't, can I ask someone for help making this?