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Found 916 results

  1. Hey guys, As the title states I would like to know if it's possible to zoom out or in while showing a picture. I can zoom in and out on the map but the picture stays the same no matter what. I know I can scale the picture beforehand but I don't want to lose any quality so I was wondering if it was possible to just zoom out to show the full image during the event. Any plugins or scripts that lets you do that? Anything that helps would be appreciated :D.
  2. Hey guys, As the title says. For some reason the enemies I've added to my map won't spawn because I've set all my tiles to have a region id of 1. I have tried giving each enemy the same region id in map properties but even with that they won't spawn. I'm using the YEP region events plugin to add step sounds when walking/running and I'm quite sure this is issue here but I'm not sure how to add step sound effects without the plugin so I'm trying to fix the random encounter instead. Any ideas?
  3. Hey How hard would it be to code a cooking mama style mini games in rm-mv?
  4. Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Popularized ATB compatibility issues Games using this plugin None so far Action Sequences Addressed Plugins Video https://www.youtube.com/watch?v=aoBI3DaE3g8 Prerequisites Plugins: 1. DoubleX RMMV Popularized ATB Core Abilities: 1. Nothing special Instructions Place this plugin below all DoubleX RMMV Popularized ATB addons Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog Download Link DoubleX RMMV Popularized ATB Compatibility
  5. Hi everyone, in my game I have overworld encounters instead of random, but I'm running into an issue with my respawn system. When an enemy is defeated, it turns on self switch D and begins a step countdown that flips a switch once it's done to trigger defeated enemies to turn off their own self switch. The problem is, this system only works on one map. When the countdown reaches 0, only the enemies on the map I'm currently on would come back, which means my countdown could reach 0 but enemies on other maps would stay dead until a countdown happens to end on their map. I've attached screenshots of all the event pages involved. If anyone knows of a way I could globally turn off all D self switches that would be awesome
  6. Hi, so I'm making a hybrid visual novel in RPG maker MV, and wanted to implement a phone menu- something similar to Estriole's phone menu plugin. Sadly that one is only available for MZ and VX Ace, so I can't use it. Another one that I've seen would be DekitaRPG's phone visual novel menu, but that too is only for MZ. Any way I could achieve something similar in MV without heavy programming? I'm not very good at it, or really have the time to learn it properly.
  7. My concept is that there is several maps that are chained together in a linear path, and at both end, the player would be sent to a "world map" and teleport back to different path's starting points. The ennemies in each "level" have moving sprites that begins fights when they approach and touch the player, therefore all ennemies are an individual event. My idea is that to prevent farming ennemies, I want them to dissapear after being defeated, but instead of respawning as soon as the player leaves the map and comes back, I wanted them to respawn when they use a specific teleport (the one that leads to the world map) so they'd have to leave the "level" for them to all respawn. Is there an easier way to do this than use a hundred of switches and range-toggle them all back?
  8. Hello again. Back from the dead to ask a question. It's a bit of a weird situation so bear with me here: I'm making a game that's entirely run via common events, with very little player control outside of choices/text/menu processing. There are two issues i'm facing right now because of this: #1 are game overs. Since i'm using a game over common event plugin, the game won't end if all actors are defeated until all other common events finish processing, which leads me to issue #2: Since all these common events keep piling up in reserve, it'll probably cause issues if there's too many at a time. So my question: Is there a way to completely remove all currently processing common events at once, and - say, leave an autorun event on the map that opens a menu if there's nothing else running at the moment? Apologies if this was asked before. I've been searching around and found nothing so far
  9. Project FOSSIL By: Team Fossil FOSSIL (Fixing Old Stuff/ Software Interoperability Layer) is a plugin designed to make RPG Maker MV plugins function in RPG Maker MZ. Currently over 200 plugins have been tested as working (full list in the FOSSIL.js file), including most of the yanfly engine plugins. FOSSIL is currently expanding rapidly, and I hope that if you find a compatibility fix for a plugin that isn't listed (or test a plugin not on the list and find out it works with FOSSIL) that you'll post about it or file a github issue or something. Plugin Order There is only one plugin order possible: 1) FOSSIL.js 4) All other plugins Using Old Plugin Commands You have three ways of using plugin commands for MV projects A: use the built in plugin command from FOSSIL B: Use a script box, with oldCommand('your old plugin command') Copy and paste a MV map into MZ that has an MV plugin command. That command will keep working in the MZ editor, and you can copy and paste it around wherever you want. On some versions of MV and MZ you can just copy-paste the event between editors. It is a mystery why this works for some people and not others. Link: Here's the link to the github, where you can download FOSSIL: https://github.com/FossilMZ/fossil-MV-MZ And here's the main thread on rpgmakerweb: https://forums.rpgmakerweb.com/index.php?threads/135523/ Terms All unique code in FOSSIL is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. The remainder is taken from RPG Maker MV and RPG Maker MZ, and is covered under the appropriate licenses. No code from any existing plugin was used. Credit Restart, 'FOSSIL' or 'FOSSIL Team', and link back to the github or this forum thread.
  10. Note This plugin's available for commercial use Purpose Lets users set when/how ATB bars are shown on battler sprites Games using this plugin None so far Configurations Notetags Plugin Calls Video https://www.youtube.com/watch?v=xY_HrHi0e5M Prerequisites Plugins: 1. DoubleX RMMV Popularized ATB Core Abilities: 1. Little Javascript coding proficiency to fully utilize this plugin Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog Download Link DoubleX RMMV Popularized ATB Bar
  11. Is there a plugin for this in MV? Or is there something I'm missing?
  12. 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!
  13. Purpose Lets you sets some audios/images to be loaded upon game start This should boost the FPS on phones noticeably if there's enough memory Parameters Help Script Call Info Prerequisites Terms Of Use Contributors Changelog Download Link Pastebin doublex rmmv preloaded resources v100b.js
  14. Hi, I've been looking for a way to make it possible to save objects in a chest, after seeing that it was kind of annoying to do it with variables I wondered if there is not a plugin that does that, I could find none and I would like someone from the forum to help me with this.
  15. I am trying to add these https://vxresource.files.wordpress.com/2010/07/bigset.png to RPGMaker MV but it doesn't work properly. Is there any way to make this work with MV or is there any icon packs like this for MV?
  16. Hi! I have searched the internet up and down, but have been unable to find working links to any plugins that offer this function. I found maybe 5 or 6 but the links are either broken or leading to something else. Basically I am looking for an MV plugin that will allow it to receive inputs from any keys on the keyboard, in addition to the default ones. For example I would like to assign functions to the 1-4 keys in my game, but that's not possible by default. Cheers
  17. I have a strategic card game in my fantasy series and I was wondering how difficult it would be for one to make? I still haven't completely learned the javascript but I do kinda sorta have a background in programming so I'll learn.
  18. Hi, a few weeks ago I downloaded the Estriole engine from Build and Decor and when I decided to try it on a project of mine I get this:
  19. mat graz

    Finer control of Battler Motion

    I wanted to know if there are any ways that i could control the battler motion on specific moments. It might sound strange but let me explain with the video capture some examples of what i'd like to do, you can watch a video capture of my battle here: 1- First, i'd like to show a different motion when you get hit while guarding. Having the same damage motion as a normal hit makes it look like guarding didnt do anything special. This motion could be draw from an empty motion slot, i'm not using the swing or missile slots. 2- Second, it bothers me how when the character is on low HP it plays the crisis motion loop, but when it comes to its turn, it gets up with the regular idle motion and that kinda makes it feel like the character got healed. I'd like to make it stay in the Crisis loop until the moment you input the command of this turn, then change it to the Ready Physical motion while it goes up to the target, like it does when the HP is plentyful, bc it looks weird as hell he moving while crouching I think that's pretty much it, idk how hard that'd be or if there's a plugin or something like that, but i really wish i could do this kind of stuff Thanks!
  20. Topic title- But does anyone know if one already exists or if it would be simple enough to make one?
  21. 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!
  22. Note This plugin's available for commercial use Purpose Lets you bind hotkeys to skills for actors outside battles, and use them to select usable skills for actors inside battles Compatibility Fix DoubleX RMMV Skill Hotkeys Compatibility Introduction Videos DoubleX RMMV Skill Hotkeys Games using this plugin None so far Parameters Notetags Plugin Calls Plugin Commands Configurations Author Notes Instructions Prerequisites Terms Of Use Authors DoubleX Changelog Download Links DoubleX RMMV Skill Hotkeys DoubleX RMMV Skill Hotkeys Unit Test DoubleX RMMV Skill Hotkeys v101b.js DoubleX RMMV Skill Hotkeys Unit Test v100a.js
  23. Jonath4nC

    Display Gold

    Hello! Wow it's been a loooong time since I have been here! Um so I was just wondering how to get the gold window to continuously display during gameplay with the option to turn the visibility on and off. I assume this is already somewhere, but I can't seem to find it except for this old post here - "How to continuously have the Gold window opened?" And since I'm not yet script savvy I found this somewhat confusing lol. I also found that Yanfly has a plugin for it, but the site confused me a little and it looks like everything costs now which is totally fair enough, but I thought I should come here first :). Please help mee, thank you so much!
  24. Hello Everyone, Hope you are well. I am working with RPGMV v1.6.2 & Yanfly Core Engine 1.32. In using the ability to set a resolution in Yanfly Core settings, while indoor areas fill in empty space with black matting, overworld shows the parallax off to the sides of the area edge. I looked in the settings for how to avoid this but could not find it. Everyone that has an overworld and increases the resolution must run into this. I assume Im missing something everyone is doing to solve the issue. Thank you.
  25. [SOLVED] It is not possible to rename the .js files. Do not rename them. I found this master list - http://www.yanfly.moe/wiki/Category:Yanfly_Engine_Plugins and it stated that... "It is highly recommended that you place these plugins inside your Plugin Manager in the order shown on this page." In order to keep things easy, I went through and renamed all the .js files according to a simple number system, YEP_001_ YEP_002_ etc... I was punished with non-functionality for my attempt at improving things. [ORIGINAL POST] Hello all: How are you? I recently downloaded Yanfly Core Engine 1.32 from what I presume is the official site. http://www.yanfly.moe/wiki/Core_Engine_(YEP) On activating it with a newly created MV v1.6.2 project, and it is the only loaded and active plugin - none of the menus render. The main menu is invisible, and while you can ghost select to start new game, menus there create the blurred image for windows, but nothing else. Is Yan Core 1.32 simply not compatible with MV 1.6.2? If the answer is, "Yes, just change these simple things." Please let me know what I can do. If the answer is "No. Yan is no longer compatible with he most recent version of MV." Please include instructions on how to create the most up to date ver MV project (roll back MV?) that Yan is compatible with. Thank you all very much.
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