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Found 938 results
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Hey guys! I want the attack animation to play immediately after having pressed "attack". For some reason this doesn't happen even though it's the players turn. There is an annoying delay that occurs in-between that I want gone but am not sure how...Anyone that can help me with this?
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Erratic Crashes During Playtesting (macOS RMMV)
lotsoffish posted a topic in Editor Support and Discussion
Hi everyone! This is my first post here so my apologies if it's in the wrong place. Context and Problem summary: I've been developing a game for a month or so in RMMV (macOS). Any time that I want to play test the game, test troop battles, or play a deployed version of the game, I can expect to run into one of the following issues: Game launches with a black screen (sound still works) Game plays for a little while but eventually turns into a black screen (sound still works) Game crashes before opening Game plays for a little while but eventually crashes The frequency of these issues and which particular one occurs seems to be totally random. Usually if I try running the game enough times, it will eventually work for a long enough period for me to test what I need, but as you can imagine, this gets very annoying and makes a full play-through of the game impossible. From what I can recall, these issues have been occurring since the beginning of the game's development. Up until this point I have just kind of tolerated it, but I plan to ship the game to some playtesters soon, so I need to get this issue resolved. Plugins That I'm Using As I mentioned, these problems have persisted since basically the beginning (I'm pretty sure before I added any plugins), so I don't think this issue is plugin related. I also don't believe that I'm doing anything sophisticated with plugins that might break the game, but in case it's helpful, here is a list of the ones I'm using: Community_Basic HIME_ActorBattleCommands No Level & EXP FilterController Iavra Event Popups Solution That I Attempted I've unfortunately not been able to find many solutions to this problem online so far. I did see someone suggest creating a new project and copying the files from the game into this new project. I did this (using my friend's PC) but it ultimately had no effect on the issue. Thanks in Advance I really appreciate anyone who's willing to take the time to help me out : ) I'm scheduled to ship the game to playtesters on Tuesday (4/12), so I'm hoping to get this resolved before then. Happy to provide screenshots or additional information/context if necessary. Best wishes, Franklin -
I was wondering if anyone could help me out, I have the Khas lighting (or ultimate lighting) plugin and I've put in the appropriate tags on the maps, but, the lighting will work inside, but, not outside...I'm also using a Moghunter's time plugin if that has any effect on it, thank you for ANY help
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GD Localization - Simple l18n extension for RMMV
GlaireDaggers posted a topic in Completed Scripts/Plugins/etc.
Hi all! This is an addon I've been making and maintaining alongside my game. Something I noticed was that RPG Maker is pretty lacking when it comes to localization support - text is scattered across tons of different JSON files and is very tightly integrated with other game data. It makes it tough for a third party to localize, and also ties localization to game data in a way that makes it extremely tough to switch languages without basically switching to a different copy of the game. So GD Localization resolves this by centralizing all of a game's localization data into simple csv files in the data/lang folder. It makes it simple and easy to edit a game's localizations in any standard spreadsheet app (OpenOffice, Excel, Google Sheets, etc), and also makes it easy to switch languages at runtime (you can switch languages from script commands in an event, and GD Localization also adds a new language option to RPG Maker's built in options window). GD Localization also adds support for localizing image, sound, and video resources too. Plugin Parameters Directory for language files - this is the directory where language files should be stored, relative to your game's base directory. The default is to put files in /data/lang Directory to search for per-map language files - this is the directory where per-map language files should be stored. They should be named the same as the map's name (NOT its display name) with ".csv" appended (for example, if your map is MAP001, the associated language file would be MAP001.csv and would be put in this directory). The default is to put per-map files in /data/lang/maps Default files to load for localization - A list of default localization files which are loaded immediately on game startup List of supported language codes - A list of language codes which are supported by the game. This is used by the options screen to show a list of languages to choose from. Default language code - The default language to set. The default is "en-us" Key column name - The name of the column to look for localization keys. The default is "Key" Localize image & sound resources - If true, allows images, videos, & sound files to be redirected depending on the current language. The default is "true" Strict error mode - When strict mode is enabled, if any key cannot be located in currently loaded localization files an error will be displayed. Otherwise, the error will be silently logged to the console. The default is "false" Usage Anywhere you'd put text which would be displayed to the player (actor names, nicknames, profiles, item names & descriptions, skill messages, event show text, system terms, etc), you can simply put in a token of the form {{PUT_KEY_HERE}}. The localization plugin will search all currently loaded localization data for a row with a key column value of PUT_KEY_HERE, and will substitute that token with the value of the current language column. If the key could not be found, or there is no language column for the current language, it will simply paste in the text PUT_KEY_HERE unless strict mode is enabled (in which case an error will be displayed and the game halted). You can also parameterize text. For example, if the localized text of PUT_KEY_HERE is "Test message: %1 %2 %3", you can do this: {{PUT_KEY_HERE:"parameter 1" "parameter 2" "parameter 3"}} and each quoted text will be used to replace %1, %2, and %3 respectively. For image, video, & sound resources, instead of defining an arbitrary key you will put the original path to the resource in the Key column, and put a redirected path in the language column. At runtime, calls to load these resources will automatically be redirected to the correct path depending on the selected language. The format of the localization spreadsheets is simple: the top row of your spreadsheet contains column names, and should at least contain a Keys column as well as one column per language code. I also recommend having a Description column to notate the purpose & context of the text, and a Comment column to notate any other details - for example, MSG_OBTAIN_ITEM might include a comment specifying that %1 is the name of the item that was obtained. Each following row contains a text key which will be replaced, and one translation for each language. See the included example spreadsheets for details. Installation Download the repository as a ZIP (Code -> Download Zip button) and extract it somewhere. Copy the js/plugins/GDLocalization.js file into your game's plugins folder, then optionally copy the data/lang folder into your game's data folder. Script calls These can be called either from event script calls, or from other plugins L18NManager.getLanguage(langCode) // get the current language code L18NManager.setLanguage(langCode) // set the current language code L18NManager.getLanguageList() // get the list of supported languages L18NManager.loadLanguageFile(langFile) // load translations from the given localization file L18NManager.localizeText(text) // replace special tokens of the form {{KEY}} in the given text with translations fetched from all loaded localization files L18NManager.localizeResource(url) // return the path to the localized version of the given resource url, or the original url if that resource is not localized or resource localization is disabled Anyway, the source code is here in case it's useful! You can do whatever you want, commercial or noncommercial. Attribution is not required, but appreciated! GD Localization For RMMV -
I've seen websites and devices that let you generate white noise for different stuff like contacting spirits and I was wondering if someone could make a plugin that generates white noise similar to how those do. Yeah some would probably tell me I could just play some white noise as an audio background sound in my game but I feel like that's not good enough and may not really work for what I'm trying to do. Someone please let me know if this can be done with a plugin and if someone could make it for me. I'd appreciate it!
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- white noise
- plugin request
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Hi everyone, While I've been a non-user lurker on the forums for some time now to get assistance on items I've been needing help on, it's time to sign up and ask a question since I think I'm losing my mind troubleshooting for about two and a half hours with little results. I've tried searching solutions on the issue, but I've come up empty handed, so please forgive me if there is something on the forums here and I just wasn't able to find it. The issue concerns Yanfly's Auto-Potion Tips & Tricks addition here... http://www.yanfly.moe/wiki/Auto-Potion_(MV_Plugin_Tips_%26_Tricks) ...and the combination with the Counter Control plugin... http://www.yanfly.moe/wiki/Counter_Control_(YEP) To start off: the sample Auto Potion code works 100% as presented, with no issues. However, the sample code is set up to use Auto Potion every time the actor is hit. Naturally, I want this to behave like some other RPGs, where it will trigger only when the actor's HP is at a certain percent. In this case, I'm trying to have it trigger at 25% or less of maximum HP. The solution is easy in theory: you consult the Counter Control guide, adding any particular requirements inside the <Counter Condition> tag. So, technically, it should be as follows: <Counter Condition> Defender hp <= defender.maxhp * 0.25 </Counter Condition> (NOTE: In the example under Counter Control for this requirement, the example shows ".mhp," but the instructional text shows ".maxhp".) The problem is... it just doesn't work, and I've been troubleshooting it to the point of profanity (yes, you heard that right). When adding the above code to the appropriate skill, the Auto Potion simply does not trigger at all. I've also tried the following... <Counter Condition> Attacker hp <= attacker.maxhp * 0.25 </Counter Condition> ...just to make sure I wasn't getting the actor wrong. I've even tried ".mhp" instead (for both of the above), just to make sure there wasn't some sort of irregularity with the instructions. While troubleshooting, I tried using just the following code: <Counter Condition> certain hit </Counter Condition> ...and, low-and-behold, that works for skills that are "certain hits." I've attempted to hard code something into the sample code, but it doesn't work. I've tried even simpler permutations in the tags, but it doesn't work. I have all of the required plugins, they are installed and marked "on," they are in the order on the main site, and are up to date as far as I know (I bought them a week ago). The Counter Attack ability is fine, and in the proper ability panel. All of the States and Skills have the required information per the Auto Potion instructions. Just as I mentioned earlier, the basic Auto Potion code as provided works fine. I have refreshed the States and Skills .json files in the data folder (I learned that from when I had phantom equipment show up), and it doesn't work. I've started a New Game, and it still doesn't work. I've tried a couple of other things that I'm not able to conjure to mind at the moment, and naturally, they don't work. I have not started a new project yet to see if it works fresh. I'm at a loss as to what to think. Am I simply missing something here, or is something in the plugin(s) borked? Thanks for any help you all can provide... 'cause I certainly need it after this evening...
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I am making a game where the player runs a criminal organization and I want to make a event where after the player chooses their player name, they can choose a company name. Refer to the image I have attached for what I'm thinking of. How should I go about making that? I tried making a actor called "company" and let the player change the actor name but I'm at a loss. Any advice would be appreciated.
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Good day everyone, thank you for taking the time to read my question. I am currently parallax mapping my game and have come across a challenge. I have a lovely fence asset with transparency I wish to use as part of a top layer using TDDP_BindPicturesToMap. The issue I have is I do not wish my characters to be able to travel through the fence to the tiles directly south (from tiles numbered 2 into tiles numbered 1), unless travelling through the obvious door apertures. Similarly I do not wish the character to be able to travel north, through the fencing to the tile above (from tiles on bottom row numbered 1 to numbered 2.) I found some scripts here: Want to restrict player movement to one direction. - Programming - RPG Maker Central Forums however I am a complete coding novice. COuld anyone take the time to point me in the right direction, or assist me with appropriate script. Thank you for your time. Naralax
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Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Status Bars compatibility issues Games using this plugin None so far Addressed Plugins Prerequisites Plugins: DoubleX RMMV Status Bars Abilities: 1. Nothing special Terms Of Use Changelog Download Link DoubleX RMMV Status Bars Compatibility
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Hi everyone, I am unsure if this is in the right section, sorry if it isn't! Anyway, I am looking for ideas for puzzles in my RMMV project. I keep using the same old "find switches, move the rock, etc" puzzles and they're getting old fast, but I don't have any other ideas. What are some puzzles you guys like to use?
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I've been testing my new map editor for my UR-RPG project and I need to collect some data so I know if my map editor is up to the task. Can you guys let me know how large your maps are generally speaking, and what the largest map you've created is? My map editor can currently handle 120 x 120, but it's started to get a bit laggy. I have some ideas for optimization and final size will be larger than that, but I may have to apply a limit on map sizes. Personally, I don't think I've ever made a map as large as 120 x 120 in RPG Maker, and maybe 150 x 150 would be sufficient. What do you guys think?
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Hello, so I have been using GALV_MapProjectiles to create an RPG game with a gun combat system similar to Eternity Dial or Desolate Hospital. While I have the firing system in place, I've had problems with using an aim function. Originally, I used button common events to change the character’s actor to one of them aiming while locking the character in place; however, this posed some problems however. Firstly, I set a conditional branch that the character must be facing a certain way to play a certain graphic, have the weapon equipped, have the right ammo, and be holding down a button. This either had the character in an endless loop where they were aiming or did not change the actor to the aiming sprite. Secondly, enemies could not damage the player while this event was playing. Does anyone know of any solutions or plugins so the character aims when a button is held down and fires during the aiming animation while still being able to take damage?
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How do I make the party size change when the player hits a certain level?
Skelly posted a topic in Editor Support and Discussion
I'm trying to make the party size go from 4 to 5 when the player reaches a certain level. Any ideas? -
Hey guys, firstly, happy Thanksgiving to any American fwens out there. As a Bri'ish chap, it's just a normal weekend for me and I'm spending it working on my Unity project. I'm making the window for generating EXP curves for classes, and need some help understanding the maths behind how it works. Obviously, the base value and added value are added together to create the required EXP from level 0 - 1, but anyone know the maths to how the Acceleration A and B values work out the rest of the values?
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https://castiger.itch.io/kotc-optimized-advanced-onscreen-waypoint-system Allows you to show visual on screen waypoints for whatever event you wish, using colored dots and squares, for better clarity of locations of various game objects. Dots, Square, Arrows, Pictures, morphing waypoints, etc. Read the Itch page to learn more!
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https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
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https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
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- rpg maker mz
- rpg maker mv
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Arbitrary Damage Cap Using Damage Formulas
BlueVapor1234 posted a topic in Editor Support and Discussion
Im using MV and all, and I was going through to redo the formulas on the spells in one of my games, of course I found a formula that worked wonders (Base Power * a.mat - b.mdf), but it came with the problem of the most powerful spells doing 90000 to 200000 damage. I was wondering if it would be possible to edit the formula to restrict the damage to less than or equal to some damage cap, like 9999 or something. It would be very appreciated if someone could help me out on this. -
Boss Fight event not showing up with switch, but everything else is effected
PerfectChaos115 posted a topic in Editor Support and Discussion
So, I’m trying to make my RPG’s first boss fight, and it is supposed to appear when a switch is turned on during a treasure event on a different map, I know the switch is turned on because I also have it to have the Inn and shop keepers disappear when it happens, but the graphic for the event doesn’t show, and I have tried multiple different switches to try and get it to show up and nothing. Someone help me please. -
Finally started working on a parallax map and I have a cliff at the edge but because of parallax cant put another background..? also it definitely seems that the background is duplicating in the back as well so I dont know what to do to fix this, unless I cant use the parallax system if I want to have a cliff face like that? Thanks in advance for the help if anyone reads this.
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So, Yanfly's Stat Allocation plugin is working wonders for a project I am working on, but there is one thing I'd like to change. It seems that the plugin adds flat stat increases to the parameters you can upgrade (I am talking about MHP, MMP, ATK, DEF, MAT, MDF). I'd like to alter this to add these increases to the BASE parameter. For example, a character at level 1 that has 200 MHP uses AP, items, what have you, to alter their MHP by another 100. I'd like the new BASE stat to be 300 MHP. In this way, it will be possible to further upgrade the character's MHP exponentially with gear or states. +50% MHP buff from gear with 200 base HP: +100MHP +50% MHP buff from gear with 300 base HP after using Stat Allocation to add +100 MHP: +150 MHP Any help in making this change would be greatly appreciated, thanks all!
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HI, I would like to know if someone know where I can modify to remove the save choice just after the title screen. I want that my game must have 1 save, so when player click on "play", the game begin. Regards
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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.
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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?
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Hey How hard would it be to code a cooking mama style mini games in rm-mv?


