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Found 894 results

  1. SheisCharming

    Please, help

    So, in Mad father there is a bit that you have to press the same button multiple times to run away from the monster. I wanna do the same thing, but with the antagonist attacking the main character, and making the player press the same button multiple times or its a game over, how do I do that in RMMV?
  2. Note While this plugin's already fully functional, there are still many more modules to be implemented, so the feature set isn't complete yet. Purpose To be the most flexible, performant and powerful ATB system framework with the greatest amount of freedom while being user-friendly Introduction * 1. This plugin aims to be the most flexible, performant and powerful * ATB system with the greatest amount of freedom for users to fulfill * as many functional needs as they want in as many ways as they want * 2. You may want to treat this as a nano ATB framework as part of the * system's written by you via parameters/configurations/notetags/calls * 3. Almost every parameters and notetags can be written as direct * JavaScript, thus giving you the maximum amount of control over them * 4. (VERY ADVANCED)You can even change most of those JavaScript codes * written by you on the fly(and let your players do so with a system * settings plugin), but you should only do so if you really know what * you're truly doing Video Games using this plugin None so far Finished Modules Addressed Foreign Plugins Upcoming Modules Possibly Upcoming Modules Todo Inherited Behaviors From The Default RMMV Battle System Current Technical Limitations Author Notes FAQ Prerequisites Terms Of Use Instructions Contributors Changelog Demo
  3. 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.
  4. This seems like a longshot but figured I'd ask for help here. I've been working on a new project and getting my scripts set up. I'm using Yanfly's scripts but for some inexplicable reason when I playtest now this weird Chrome thing pops up. I tested in deployment and it seems to happen there as well. I've tried disabling random scripts to see what's causing it, but regardless I'd preferably be able to use those scripts for this project. My MV version is 1.6.1
  5. Don't see a thread for RMMV questions that don't deserve their own thread (if there is one, I apologize)... Anyway, I am hoping to convert a formula I am looking at on a wiki page to its equivalent in JS. From the wiki page: Growth Factor * 500000 * { [ Current Level / 99 ] ^ ( 5 / 2 ) - [ ( Current Level - 1 ) / 99 ] ^ ( 5 / 2 ) } Growth Factor and Current Level would obviously be written using actual integers (or referencing a variable) in the JS version of this, but so far I have only been able to have it always return a value of 1.
  6. Similarly to how Ace has one, feel free to use this thread for simpler questions you may have regarding JavaScript within MV.
  7. Hello everyone, I've seen an old topic about that subject, explaining how to create an event conditions based on chance. Unfortunatly the topic is now closed, and as a newbie on RPG Maker MV and here on the forum, i'm writing cause i need more informations. I would like to use "Luck" as a lockpicking ability, trough events that will check the luck stat of all the party members . A simple check of the stats like : If luck ≥ x ; then you win an object for exemple. I've found that script : $game_party.members[0].luk But i don't how and where to use it exactly through events.. Thanks a lot for reading me. here is the old topic.
  8. zankokunoyami

    Yanfly lunatic code for Quest Journal?

    http://www.yanfly.moe/wiki/Quest_Journal_System_(YEP) Can someone help me with the lunatic code in yanfly's quest journal plugin? Basically, under the settings for lunatic, I want to be able to place my own background. But following the example shown within it has proven to not be of help to me. I cannot quite understand where it is referencing, or if there needs to be further code. I simply want to use the image 'pic_3' that is in my picture folder. Also, I wanted to know if I could use Arisu's notification plugin code for any of the lunatic code that is meant to automatically update the player when they get a new quest or complete one? https://arisusdollhouse.itch.io/notification-window Thank you!
  9. darthbirdy3

    Hime's lock facing direction issue

    Hello all. I'm using Hime's Lock Facing Direction, and it's giving me an issue. When I hold the button to lock the direction my player is facing, every moving event locks its direction as well. I'm not sure that's supposed to happen, but even if it is I would like it to be just the player who locks direction. Thank you in advance
  10. Reviving this forum account to ask this. I've been looking about for an answer, both using google and going upon the r/rpgmaker discord without much help mainly because I cant code at all (that's why I'm using RPG Maker in the first place ._ .") How could I make .txt files appear to help with a puzzle of sort, that breaks the fourth wall, kind of like how oneshot put the journal entry in your documents? and Could I use these .txt files remember stuff so it knows what things you've done before, even if it doesn't use the regular save function? I know this is dumb to ask because I can't code at all but ._ . I've been sent to these two sites being told they would be of help but me and my terrible brain just see a jumble of letters and symbols without any constructive meaning. Endless Illuion Software and Node.js ty
  11. Hope this is the right place for this still new . But I'm trying to simply have my player be abel to lay in bed or sit on counters ect . Is it posible to have a player sit between 2 tiles such as a layer Bottom of bed Player Top of bed ?
  12. NeonChain

    Recall spots.

    I'm new at this so I'm learning how to use this as I go. At the moment I'm trying to make an item/skill to bring the character to a campground to rest and save. Getting to the camp is easy, but I need to make it so the item saves your position on the map you transfer from for the "event" that transfers you back from camp. Any help at all is appreciated.
  13. Purpose Lets you sets a timer that will cause all actors not inputted actions yet to have their turns skipped in turn based battles Video Games using this plugin None so far Parameters Script Calls Plugin Commands Prerequisites Terms Of Use Instructions Contributors Changelog Download Link
  14. CGMV Splash Screen By: Casper Gaming Last Update: 9/4/2020 Latest Version: 1.2 Introduction This plugin creates a splash screen for your game. It can handle multiple splashes. Features - Add images to display before the title screen - Supports multiple images in sequence - Input fast forwards through image display Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Version History: Credit & Terms Link
  15. Disclaimer: This post doesn't mean that I support the idea of releasing plugins with obfuscated implementation codes, and in fact I'm personally against it in most cases(but my feeling on this isn't the point of this post at all), it's just that there might be some really extreme and rare cases making this approach at least a considerable backup plan for some plugin developers(but making this move should still never be taken lightly). I've obfuscated 1 of my RMMV plugins(an advanced complex battle system plugin with way more than 3K LoC of implementation codes), which isn't published yet and is an older version, and I've posted it in my github repository: RMMV Plugin Obfuscation Test Please feel free to deobfuscate this plugin(and please submit a pull request with your fully deobfuscated version), as it's a very, very old and outdated version anyway, and the current version I'm working on already has much, much more contents than that highly deprecated version(and it's still far from being complete). I've tried to deobfuscate this obfuscated version using several online deobfuscators, but none of them can fully deobfuscate it, even though they do help quite a bit, so I don' think deobfuscating the whole thing all at once will be an easy, simple and small task(unless you're a deobsucation experts of course). The supposed workflow of revealing parts of codes is as follows: 1. Users asks plugin developers to make some tunes and tweaks on the plugins but failed to do so(goes to 2) 2. If such tunes and tweaks can be done by editing parameters/configurations/notetags/script calls/plugin commands, then teach those users to do so, otherwise go to 3 3. If these tunes and tweaks are(after considering all factors) worthwhile to be supported by the plugins directly, then upgrade the plugins to support them(or at least announce such plans), otherwise go to 4 4. If these tunes and tweaks can be independent from the plugins, then teach those users to make those workarounds, otherwise go to 5 5. Gives the minimum amount of relevant codes(minified then deminified) to the users, and ensures those codes won't work without the rest of the plugins Then scammers trying to steal the whole thing will have to ask for tunes and tweaks for tons of different plugin parts very quickly, and this will make their true nature very obvious, especially when it's clear that they aren't even taking time to actually implement their tunes and tweaks with the help of those revealed codes(plugin developers can also setup a policy to restrict the same user to ask, say, only 1 small group of revealed code parts per day per plugin or even per week per plugin). I've also added 3 examples on some users requesting some parts of the plugins to be tuned and tweaked, even though I know that real plugins really using this approach will have way more than 3 groups of revealed code parts: Add Delay Between Becoming Able To Act And Actually Inputting Actions Change ATB Bar Window Opacity And Padding Set The Actor And Enemy Starting ATB Values I've tried to use them to help further deobfuscating what's already deobfuscated by online deobfuscators, but I can't even recognize which parts of the still highly deobfuscated implementation codes correspond to the revealed original versions(being minified then deminified before being revealed), so again, I feel that deobfuscating the whole thing will still be complicated and convoluted, even with the help of these revealed codes(please exclude the deobfuscation experts here). Please STRICTLY FOCUS ON THESE 2 ASPECTS: 1. Does this approach let users effectively and efficiently tune and tweak the parts of the plugins they wanted, and what obstacles will they face if the reality isn't as ideal as it should be(possibly other than the cheap one time payment/periodic subscription needed to have such accesses)? 2. Will this approach help a scammer deobfuscate the whole plugin implementation codes, or at least enough parts of them to make a standalone plugin that can make profits way more than what those scammers costed(I'm specifically excluding the case of a highly coordinated team of scammers with many teammates)? But not anything involving the pros and cons/rights and wrongs of obfuscating plugin implementation codes, because I've made this example as a little experiment to test whether this idea can indeed let users tune and tweak the parts of the plugins they want while still stopping scammers from stealing plugins, and I don't want this post to be severely derailed or even closed
  16. Nikolai

    How to change font outline?

    I've made an account just to ask this, but how do you change the font outline size for the entire game? I know it's somewhere in rpg_core but for the life of me, I can't find the lines.
  17. Hello! I'm new here, but I've been playing around with Moghunter's Battle HUD to get my battle layout how I want it to be. So far, it's looking alright. However, the main issue are the layouts. Does anyone know where I can change the layouts?
  18. To help game developers build the battle system of their dreams, I've developed the Grid Battle Engine, which is a suite of plugins that allow you to add new mechanics to your game. The Grid Battle Engine allows you to turn your default battle system, into a grid battle system! First you start with your default battle system like this And then you add grid battle on top, to turn it into this! It’s basically the default battle system that you’re familiar with, except we add a couple things to it One or more grids. Battler positions on each grid. So what’s so special about grid battle? Isn’t it just changing where the sprites appear? The grid battle engine itself allows you to create and manage grids. You can then install add-on plugins that will provide additional mechanics depending on what kind of battle system you want to make. For example, one of the add-ons allows you to create Area of Effect targeting, which allows you to create your own area of effects and then assign them to your item or skills so that you can target multiple battlers with a single action! With the grid battle engine, you can add a lot of new functionality to your battle system without having to change the rest of your game. You can also use different types of battle systems in the same game, for example if you wanted to create some mini-game arena challenges, or have a map-based battle for certain parts of the game. The possibilities are endless. Download Get it here: https://himeworks.com/2020/08/grid-battle-engine/ Terms of Use: https://himeworks.com/terms-of-use/ To get started, I recommend following this tutorial that I've provided with the initial release. It's a quick "getting started" guide to see if you can add it to your (existing) project. The core plugin is set up with defaults that will allow you to just plug and play and have grids in your game. I've included the "Grid Target Area" plugin as part of the bundle which provides area of effects. Add-on plugins will be listed here as they are developed. Here's a video of a "grid selection" add-on that is currently in development.
  19. Target Any Scope RPG Maker provides some skill and item scopes like "for one ally" or "for all enemies" but there isn’t really an option to target anyone or everyone. This plugin provides you with the ability to do so with a simple note tag! Check out this video for a demonstration on how it looks in-game Also works for MZ Download Get it at HimeWorks: https://himeworks.com/2020/08/target-any-scope/
  20. casper667

    CGMV Holidays

    CGMV Holidays By: Casper Gaming Last Update: 8/19/2020 Latest Version: 1.0 Introduction This plugin turns switches on/off based on the time of year. Such as turning a switch on when it is Christmas, or any other time of year. This helps you make special events for holidays, and can even handle monthly/weekly repeating holidays. Features Add annual events based on switches that will use real time Monthly repeating events Weekly repeating events Customize start and end times down to the hour for all types of event Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are able to be altered. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Version Info
  21. So I'm trying to create a game for the first time in mv, and out of seemingly nowhere any tile I place that isn't an auto-tile isn't showing in-game. It shows in the editor just fine, which is where the most confusion comes from.
  22. casper667

    CGMV Crafting

    CGMV Crafting By: Casper Gaming Last Update:8/14/2020 Latest Version: 1.0 Introduction This plugin creates a crafting system for your game. Set up a complex or limited crafting system that integrates well with CGMV Professions (optional). Discover recipes via events or from using items. Use tools and ingredients to produce products (crafting success) or waste items (crafting fail). Features Adds a crafting system to your game Ability to restrict the crafting scene to only show certain recipes (e.g. all cooking recipes but no blacksmith recipes) Use tools and ingredients to produce products or waste products if the craft fails Discover new recipes via events or by the player using an item in game Extends the functionality of CGMV Professions Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are able to be altered. Plugin Plugin (along with all my other plugins) can be found here: LINK For a profession system that works well with this crafting plugin, use my CGMV Professions: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Version Info
  23. I need to disable player movement, but still allow you to access the menu.
  24. please, I really need it typed out. I know it existed years back, but google isn't being my friend.
  25. casper667

    CGMV Changelog

    CGMV Changelog By: Casper Gaming Last Update:8/5/2020 Latest Version: 1.0 Introduction This plugin creates a changelog option on the title screen. You can add a date and changes made on that date to the build of the game, such as additions, bug fixes, and more. Features - Easily track changes to your game between versions - Customization for bullet points including numbered changes Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are able to be altered. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Version Info
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