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  1. 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 ?
  2. 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.
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.
  8. 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?
  9. 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.
  10. 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/
  11. 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
  12. 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.
  13. 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
  14. I need to disable player movement, but still allow you to access the menu.
  15. please, I really need it typed out. I know it existed years back, but google isn't being my friend.
  16. 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
  17. I started recently with a project and creating the menu I realized that it was moving with me, possibly because I am giving it fixed map directions, how can I get the images I use to stay fixed in one place? I am using rpg maker MV, I was looking for plugins but I did not find one precisely for this, so my last possibility is for someone who knows more to help me. From already thank you very much.
  18. ArcV7

    Unrevealed Soul

    Hi, today i present you my game ! The name's Unrevealed Soul, a game that is still under progress but i hope will finish someday. The game is in french but i will make an english translation someday. Story : Screenshots : Crédit: Tiles and most of the assets are native from RPG maker MV All maps and monsters have been created and edited by myself Download link : https://www.mediafire.com/file/jbi6m3uf9vtszvj/Unrevealed_Soul.rar/file
  19. Tsukihime

    How to Create your own MV Tool

    This article was originally posted on HimeWorks and may not be completely up-to-date. For more articles or plugins, consider visiting my website. You can also follow me on Twitter @HimeWorks for the latest updates. In the previous article, I went over the basics of MV tools. In this article, I’ll be going over the process of creating your own MV Tools. Why Create Your Own? MV Tools add extra shortcuts to the editor, and will pass the current project's path to the application that the user launches. The application could be a GUI application, or it could be a console-based application that simply performs some data processing using the current project's information. It's mostly for user convenience, but it also makes your tool feel more official since it actually appears in the editor! Anyways, let's go through the process to creating your own MV Tool. MV Tool Anatomy MV Tools are actually quite simple: There’s an exe file There’s an “identification” folder. And that’s really all there is to it. Executable Application This is the executable that will be launched when you press the icon in the editor. It can’t be any name though; it must be one of the following: WindowBuilder.exe TilesetBuilder.exe SceneBuilder.exe This is hardcoded into the editor, so it only expects one of these filenames. You can see it in the RPGMV.exe Anyways for testing purposes, simply create a blank text file and rename it “WindowBuilder.exe”. Identification This what the editor uses to get information about your MV Tool. In this folder, there’s a file called “app” (no extension) and a folder called “toolbar” which basically holds a 32×32 pixel icon that will be displayed in the editor. The “app” file is just a text file that has three lines of text: NAME VERSION DESCRIPTION Anyways so let’s set up a sample “app” file and add an icon to the toolbar folder. You can just use notepad to create the “app” file, but make sure you have file extensions enabled in your file explorer. Now, when you go and add it to the editor, it’ll find your tool with the details you entered And finally, once you confirm, it will appear in your editor, like the official MV tools! The hime app itself does nothing because it’s just an empty file called “WindowBuilder.exe”, but you can actually add any executable app to RPG Maker MV as long as it has the identification folder, and the exe is a valid name For example, I went and added notepad++ to it, which is my text editor of choice that I use for all my MV plugin development and other programming When you click on the notepad++ icon, the editor will launch notepad++, and it will actually open something This is the Game.rpgproject file which sits in the base directory of your project folder! So basically RPG Maker MV sends the path to your project file to the application, which you can use to automatically load some data in the project for example. Some Thoughts So now you’ve learned how to create your own MV Tools. What can you do with it? Anything really. It’s just a regular application, so you can do whatever you can think of. Of course, your application ideally should be able to run externally, but integrating it with the editor means that users who may not be as tech-savvy will be able to run your tool on their current project without having to go and open it from outside of the editor, which might not seem like that big of a deal but could be useful.
  20. I am using Bobstah's Custom Stats plug-in for weapon stats, like the sharpness of a sword or the defense against cuts from certain armor. Unfortunately, the my game does not appear to actually read those stats. No matter what I do, no damage will be afflicted when using those stats. An example for the damage formular I use is: 0 - b.def * (b.fst * 10 / (a.srf*2) / 10 + a.atk * 2 with fst being the defensive stat and srf is the offensive stat. However, if I were to just make a.hrt my damage formular it would also inflict no damage. The "*10" is to keep the stats above 1 during calculation. The stats are initiated for actors and monster as such: <CustomStat: spz=0> <CustomStat: srf=0> <CustomStat: hrt=1> (hrt is 1 because you can fight with hands and it is the stat for blunt weaponary) <CustomStat: avs=0> <CustomStat: pls=0> <CustomStat: dck=0> <CustomStat: fst=0> <CustomStat: asv=0> For weapons, here is an example of my iron-short sword: <CustomStat: spz+5> <CustomStat: srf+5> I do have tried to run the plug-in without any others but that changes nothing, same goes for starting a new project with only that plug-in. No difference. Maybe I am just an idiot and overlooked something obvious.
  21. 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
  22. Palatkorn

    Create your own window (plugins)

    https://youtu.be/xTiAC9Bx4SE Testing in progress 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 100 quests. What kind of this and this is an interesting option For you It still needs a little improvement. This is an example window. I think this may help as a good option. property Adjust window position All the options that are displayed as needed Working with general events Select unnecessary windows. Resize, adjust position Up to 15 options, 120 window Add a picture Change font color Enable and disable images with a custom switch. support MOG_MenuBackground MOG_MenuParticles
  23. 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 Instructions Terms Of Use Contributors Changelog Download Link Pastebin doublex rmmv preloaded resources v100a.js
  24. Hi guys! I am working on my project. I want to increase the resolution to a respectable standard. How can I increase the game's resolution? Any examples of videos would be amazing. Thanks
  25. Greetings fellow game makers! I have been creating some interesting battle mechanics but this goes beyond my understanding. Im trying to make a monster arena like in Kingdom Hearts. So basically what I want is 5 (or more) different kinds of troops in a single battle. Only winning all will result in a prize, losing will return you back where you started a fight. I could make this with enemy appear option but I want more than 8 enemies. I have tried with HIME Enemyreinforcements or MOG consecutivebattles but I cant get it work, battle ends after beating first pack. I also have End Phase Triggers but I guess there is something wrong with page conditions. I dont need anything fancy. Just something like: When starting a fight a text appears telling ROUND 1, troop 1 appear, when all enemies are dead a text comes for ROUND 2, troop 2 appear etc. I tried to search for similiar problems but didnt find any solution. Thanks!