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Found 844 results

  1. In Ace you were able to use script calls in the damage formula of items to change their values. But when I use $gameVariables.setValue(31 ,6); it doe nothing, while $gameVariables.setValue(31 ,6) as script call works perfectly fine. So what am I doing wrong?
  2. Back before my laptop was put out of commission, RPG Maker MV had no problem detecting my XBox 360 Controller. But now that my laptop is fixed, MV won't respond to my controller. There haven't been any changes to MV since I keep it on my flash drive, so it was unaffected. But my laptop's HD was dead & now I have to rebuild from scratch. Aside from certain other games not working because I'm lacking in certain Installs & Updates, like DirectX & stuff, I'm wondering what dependencies MV needs to be able to detect & respond to a XBox 360 controller. Mind you that its not the controller itself since my laptop detects it perfectly & other games respond to it, its just MV won't detect it.
  3. Glasses

    Damage Formulas 101 (MV Edition)

    Damage Formulas 101 MV Edition You probably wondered how to make a skill do more damage against enemies with a state, or heal more if player has a state, or deal exactly half of enemy's HP. And so on. All of that and more can be done through custom damage formula. Basics: Type - sets what does the formula damage or heal. None - Nothing, no damage will be dealt. HP Damage - HP will be damaged MP Damage - MP will be damaged HP Recover - HP will be restored MP Recover - MP will be restored HP Drain - Deals damage to enemy HP and restores that much HP for attacker MP Drain - Deals damage to enemy MP and restores that much MP for attacker Element - Sets which element to use. Normal attack - means will use same element as weapon. Variance - How will damage fluctuate. E.g. If skill formula says it deals 100 damage and variance is 20%, the skill will deal between 80 and 120 damage. Critical - Can skill critically hit, dealing increased damage by 300%. And now, the actual fun part - formulas! It decides how much damage will opponent take or ally will heal. Let's dissect one of basic formulas that come with RPG Maker MV - Fire 100 + a.mat * 2 - b.mdf * 2 What do things like a and b mean? a - attacker b - defender So if Actor Glasses were to cast Fire on a Slime. a would be Glasses and b would be Slime. Meaning the takes double of Glasses mat (Magic Attack) parameter and subtracts double of Slime's mdf (Magic Defense) parameter and adds that to the 100 in the beginning ofthe formula. E.g. Glasses has 100 mat and Slime has 20 mdf. If we were to convert fomula using those numbers, we'd have - 100 + 100*2 - 20*2, after calculation we see with those parameters Fire would deal 260 damage if there were no variance. But only last number in the formula deals damage. If you had 2 lines of formula. (semicolon ; tells where line ends for the program) E.g. a.atk; a.atk*2 Only a.atk*2 would be calculated for damage. Are there more letters other than a and b for the formulas? Yes. There are variables. Which are used like this: v[iD]. ID - index of the variable. So you could have a skill that gets stronger the higher variable is. E.g. v[10] * 2 - b.def * 3 Is there a way to make skill even more complex, e.g. if some variable is over 100, deal extra damage? Yes, in that case we can use if else statements. How if else statement looks: if (statement) { formula1; } else { formula2; } But how to write it to the damage formula? It only has 1 line! Just write everything together~ if (statement) { formula1; } else { formula2; } E.g.: if (v[10] > 100) { a.atk*4 - b.def*2 } else { a.atk*2 - b.def*2 } Which can be shortened to this if you're using only 1 line of formula. if (statement) formula1; else formula2; E.g.: if (v[10] > 100) a.atk*4 - b.def*2; else a.atk*2 - b.def*2; And you can shorten it even further using ternary operator (my favorite one): statement ? formula1 : formula2; E.g.: v[10] > 100 ? a.atk*4 - b.def*2 : a.atk*2 - b.def*2; Symbols for statements: > - more than < - less than >= more than or equal to <= less than or equal to === equal to && and || or !== not equal ! not Examples: v[10] > 100 ? 1000 : 100; (If variable 10 is more than 100, it'll deal 1000 damage, else it'll only deal 100) v[10] < 100 ? 1000 : 100; (If variable 10 is less than 100, it'll deal 1000 damage, else, it'll only deal 100) v[10] >== 100 ? 1000 : 100; (If variable is 100 or more, it'll deal 1000 damage, else it'll only deal 100) v[10] <== 100 ? 1000 : 100; (If variable is 100 or less, it'll deal 1000 damage, else it'll only deal 100) v[10] === 100 ? 1000: 100; (If variable is equal to 100, it'll deal 1000 damage, else it'll only deal 100) v[10] > 50 && v[11] >== 25 ? 1000 : 100; (If variable 10 is more than 50 and variable 11 is 25 or more, it'll deal 1000 damage, else it'll only deal 100) v[10] > 50 || v[11] > 50 ? 1000 : 100; (If variable 10 is more than 50 or variable 11 is more than 50 then it'll deal 1000 damage, it'll only deal 100) v[10] !== 100 ? 1000 : 100; (If variable 10 is not equal to 100, it'll deal 1000 damage else it'll only deal 100) What about parameters to use for a and b? Here's a whole list of them: Current: (All flat numbers, e.g.: 900, 999, 11) level - current level (Actor only by default) hp - current hp mp - current mp tp - current tp Params: (All flat numbers, e.g.: 1337, 7331, 156) mhp - max hp mmp - max MP atk - attack def - defence mat - magic attack mdf - magic defence agi - agility luk - luck XParams: (All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%) hit - Hit rate eva - Evasion rate cri - Critical rate cev - Critical evasion rate mev - Magic evasion rate mrf - Magic reflection rate cnt - Counter attack rate hrg - HP regeneration rate mrg - MP regeneration rate trg - TP regeneration rate SParams:(All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%) tgr - Target Rate grd - Guard effect rate rec - Recovery effect rate pha - Pharmacology mcr - MP Cost rate tcr - TP Charge rate pdr - Physical damage rate mdr - Magical damage rate fdr - Floor damage rate exr - Experience rate How about changing HP/MP/TP? gainHp(value) - restores HP by value gainMp(value) - restores MP by value gainTp(value) - restores TP by value setHp(hp) - sets HP to value setMp(mp) - sets MP to value setTp(tp) - sets TP to value E.g. a.setHp(a.mhp) E.g. a.setHp(a.hp + 100) clearTp() - sets TP to 0 What about advanced stuff where you can influence formulas with states? We got all that! isStateAffected(stateId) - checks if battler has state inflicted to them. E.g. b.isStateAffected(10) ? 10000 : 1; isDeathStateAffected() - checks if battler has death state inflicted to them. E.g. b.isDeathStateAffected() ? 10000 : 1; resetStateCounts(stateId) - refreshes how long state will last for the battler if (b.isStateAffected(10)) b.resetStateCounts(10); 100 updateStateTurns() - shortens all states on battler by 1 turn b.updateStateTurns(); 100 addState(stateId) - adds state to the battler if (!b.isStateAffected(10)) b.addState(10); 100 isStateAddable(stateId) - checks if state can be added to the battler c=100; if (b.isStateAddable(10)) b.addState(10); else c=4000; c removeState(stateId) - removes state from the battler if (a.isStateAffected(10)) a.removeState(10); 0 What about buffs? Can we buff and debuff battlers? Yes! addBuff(paramId, turns) - adds a buff for a parameter a.addBuff(0, 3); b.def*10 addDebuff(paramId, turns) - adds a debuff for a parameter b.addDebuff(2, 10); 9999 removeBuff(paramId) - removes a buff or debuff from a battler removeAllBuffs() - removes all buffs and debuffs from a battler Parameter IDs 0 - Max HP 1 - Max MP 2 - Attack 3 - Defence 4 - Magic Attack 5 - Magic Defence 6 - Agility 7 - Luck General Battler Stuff die() - kills the battler b.die(); 0 revive() - revives the battler a.revive(); 1000 paramBase(paramId) - gets base parameter a.paramBase(3)*10 - b.def*2 paramPlus(paramId) - gets the bonus of parameter a.paramPlus(3)*2 - b.def*2 paramMax(paramId) - gets max possible value of parameter b.paramMax(0) elementRate(elementId) - checks element rate of the battler (rate being decimal numbers representing %) b.elementRate(10) >== 0.5 ? 10000 : a.mat*4; isStateResist(stateId) - checks whether the battler resists state c=0; b.isStateResist(10) ? c+=2000 : b.addState(10); c isSkillTypeSealed(stypeId) - checks if battler's skill type is sealed isSkillSealed(skillId) - checks if battler's skill is sealed isEquipTypeSealed(etypeId) - checks if battler's equip type is sealed isDualWield() - checks if battler can dual wield isGuard() - checks if battler is guarding recoverAll() - removes all states, restores HP and MP to max hpRate() - checks HP rate of battler mpRate() - checks MP rate of battler tpRate() - checks TP rate of battler b.hpRate() < 0.5 ? b.hp-1 : 100; isActor() - checks if battler is actor isEnemy() - checks if battler is enemy escape() - escapes from battle b.escape() (makes enemy run away) consumeItem(item) - eat up an item a.consumeItem($dataItems[15]); 100 For actor only: currentExp() - current EXP currentLevelExp() - EXP needed for current level nextLevelExp() - EXP needed for next level nextRequiredExp() - EXP left until next level maxLevel() - max level of actor isMaxlevel() - is actor max level (true/false) hasWeapon() - is actor wielding a weapon (true/false) hasArmor() - is actor wearing any armor (true/false) clearEquipments() - unequip everything actor is wearing isClass(gameClass) - checks if actor is of a class (gameClass - $dataClasses[iD]) hasNoWeapons() - checks if actor doesn't have any weapons levelUp() - levels actor up levelDown() - level actor down gainExp(exp) - gives actor exp learnSkill(skillId) - makes actor learn a skill forgetSkill(skillId) - makes actor forget a skill isLearnedSkill(skillId) - checks if actor has a skill learned actorId() - returns Actor's ID For enemy only: enemyId() - returns Enemy's ID What about Math? Can we use Math methods inside the formula? Yup, you totally can. Math.random() - returns a random number between 0 and 1 (0 <= n < 1) Math.min(numbers) - returns a minimum number from provided numbers. E.g. Math.min(10, 50, 40, 200) - would return 10. Math.max(numbers) - returns a maximum number from provided numbers. E.g. Math.max(10, 50, 40, 200) - would return 200. Math.round(number) - rounds a number to nearest integer. Math.ceil(number) - rounds the number up to nearest integer. Math.floor(number) - rounds the number down to nearest integer. Math.rand() returns a number between 0 and 1, but can we get a random number between 1 and 100? Or 5 and 200? No problem: Math.floor(Math.random()*100)+1 ^ That would return a number between 1 and 100. If we didn't add 1 at the end, it'd only return a number between 0 and 99. But that's a lot of text? Could we simplify somehow? Thankfully, there's a method in rpg_core.js that adds Math.randomInt(max); So we can write the same using: Math.randomInt(100)+1 If you have any questions, feel free to ask or discuss various ways to make specific skills.
  4. Hello. This is my first topic. How to make Momentary switch in one block Without Script or Plugin ? I don't want to make 8 of (-1 score) blocks surround one middle (+1 score) block. Thank you.
  5. Hello, I am writing to ask how I might go about implementing a rear-view battle system, as shown in the following images: https://m.imgur.com/gallery/hJWenhT https://imgur.com/a/PQZiChc Just a simple system w the party on the bottom of the screen & enemies on top, that lets you use walking sprites that step forward when it’s their turn and step back when their turn ends. I have asked in various ways in various places how to achieve this, but I’ve met with little success. I have seen a lot of chatter online about this type of system and many games that use it, but no clear answer on how to achieve it in RPG Maker MV. I’m open to methods that make use of plugins as well, but so far I haven’t seen any for MV. Thank you for your time.
  6. https://www.youtube.com/watch?v=FtZ0b7ODkXQ https://www.youtube.com/watch?v=FtZ0b7ODkXQ Check this out! It`s sprite anime on rpg maker! It`s something new! Be sure to like, share, and subscribe to it! I want to build supporters and I will also support you also! Let`s do this! Again, check it out! It`s something new! It even has voice actors for this episode! Although this the only episode with it, I will have voice actors from now on. It`s growing! Join the bandwagon. Ride the wave. Flow with the movement! It`s really dope!
  7. CGMV Vehicle System By: Casper Gaming Last Update: 11/11/2018 Latest Version: 1.1 Introduction This plugin adds numerous features for vehicles. It allows you to have vehicle interiors with the press of a button, it allows to restrict docking/landing by region, it allows for vehicle encounters in every vehicle, and some more features. Features - Vehicle docking/landing restrictions - Vehicle interiors - Vehicle encounters - Most options can be toggled in-game easily with use of switches 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 Credit & Terms Link Version History
  8. CGMV Achievements By: Casper Gaming Last Update: 11/4/2018 Latest Version: 1.7 Introduction This plugin creates an achievement system in your game. You can set points, difficulty, and lots of other information for achievements. It also will automatically track some requirements, such as win count or even switches and variables! Achievements can have rewards which will automatically be given to the party upon earning the achievement. This plugin will show a pop-up on the map scene when an achievement is earned if using the Toast Manager plugin which can be found here. Features - Achievement scene with unlimited achievements - All setup is done through the plugin manager - Achievements can be automatically tracked and earned or manually tracked and earned - Pop-ups when achievement earned if using CGMV Toast Manager Screenshots How to Use Import into plugin manager and enable the plugin. Plugin Plugin (along with all my other plugins) can be found here: LINK For pop-up window functionality, requires CGMV Toast Manager: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Version History
  9. I know Pixi supports drop shadow, I even see the code in pixi.js, however I don't know how to get it to work with my minimal coding skills. Does anyone have any ideas to make it work? Edit: Figured it out for anyone who looks for this in the future! Bitmap.prototype._drawTextBody = function(text, tx, ty, maxWidth) { var context = this._context; context.fillStyle = this.textColor; context.shadowColor = 'rgba(0, 0, 0, 255)'; context.shadowBlur = 0; context.shadowOffsetX = 2; context.shadowOffsetY = 2; context.fillText(text, tx, ty, maxWidth); var imageData = context.getImageData(0, 0, this.width, this.height); var data = imageData.data; for (var i = 0; i < data.length; i += 4) { if(data[i + 3] < 200) // if alpha less than data[i + 3] = 0; // set alpha to 0 data[i] = data[i]; // red data[i + 1] = data[i + 1]; // green data[i + 2] = data[i + 2]; // blue } context.putImageData(imageData, 0, 0); }; Mods, feel free to close.
  10. Hello, Can anyone who knows javascript help me? I'm new to javascript and am probably doing this wrong. I am trying to figure out how I can display the keyItem inventory menu ONLY when one or more keyItem's are in the inventory. Otherwise, I want only the regular inventory to show. I tried this: if($gameVariables.value(20 ≥ 1)){ this.addCommand(TextManager.keyItem, 'keyItem'); }; but it didn't work. Perhaps I cannot use $gameVariables on RPG_windows.js ? I inserted it at line 1893, and commented this out from line 1892 this.addCommand(TextManager.keyItem, 'keyItem'); }; If anyone can help I would appreciate it so much! Thank you :)
  11. This is just a copy and paste from my reddit post on R/rpgmaker, thought I might get more help here Hi all, I'm really new to all this and I was just messing around with RPG maker MV, trying out some scripts and one I like is not working, the Yanfly Party Systems, I'm pretty sure its up to date. Also running yanfly's core engine, battle engine, buffs and stats core, and taunt. All these others are working fine, but the party system wont let me load the game, just says: Game has encountered a bug. PLease report it. rangeerror: maximum call stack size exceeded at game_party.battlemembers (yanfly_party%20system.js:556:46) at game_party.leader (rpg_objects.js:4811:17) at game_party.refresh(rpb_objects.js:7437:28) at game_party.initializebattlemembers (yanfly_party%20system.js:612:34) at game_party.battlemembers (yanfly_party%20system.js:557:48) at game_party.leader (rpg_objects.js:4811:17) at game_party.refresh (rpg_objects.js:7437:28) at game_party.initializebattlemembers (yanfly_party%20system.js:612:34) at game_party.battlemembers (yanfly_party%20system.js:557:48) at game_party.leader (rpg_objects.js:4811:17) I changed the max battle party to 5 through the plugin, the changed it back after, this is about all I've done after installing the plugins.
  12. AceOfAces_Mod

    RPG Maker MV Cook Tool

    What is this? This tool automates the compilation of JavaScript files with NW.js' compiler. The compiler creates binary versions of the files, ensuring protection of the source code. The tool also packages the code (and the assets) on an archive that Nw.js can read. How do I use it? First of, you'll need to do a few modifications to the project. I've included the replacement code you need to apply to your project (after deploying it, of course). After that, it's pretty simple: Tell the tool where the nwjc.exe file is (RPG Maker MV has the SDK as well, which includes nwjc, but you can download a different version from https://nwjs.io) and the project you want to compile. In a few minutes, you can upload the game to the public. Do note: once you compile it, you can only use the same version of nwjs for the same operating system. So, if you compiled the game with SDK Version 0.30.4 (for example) on Windows, you can only use the code with Standard Version 0.30.4 on Windows. System Requirements: Windows 7 Service Pack 1 or newer. Microsoft .NET Framework 4.7.2 Any computer that can run RPG Maker MV games, practically speaking. NW.js SDK. You can use any version you want (preferably 0.22.x or newer). FAQ: Can I use it on Linux with WINE (or Proton or <insert a compatibility layer here>)? Depends. If it is to make the Windows version of your game, then yes (assuming that it can run .NET Framework apps). If you want to use the tool to make the Linux version, then no. I am planning to release a Linux version at some point. Can I use it on my current project? The tool is a wrapper for the nwjc. I have used the tool for my project and I haven't noticed any issues. So, it has a "go-live" license (as in, it's OK to use it on your projects). Screenshots: Download: itch.io Gumroad Source Code
  13. Tutorial description: Hey guys, the following is copied over from my blog and it goes over lowering the overall size of your game files from image compression to getting rid of useless data in your files. Requirements: Obviously you'll need RPG maker. Photoshop isn't required but it does help and Audacity. RPG Maker Optimisation you should know about Hey guys, another week and another blog, this week I’ll be going over a few things you should know about optimising your RPG maker build. Information that is important but never really important enough for the YouTube tutorials. (On that note I might later on make a video about the contents of this blog) Lowering the size of your game file When you create a new project you’ll be greeted with this lovely window telling you all of the assets that are being imported into your project, if you’re like me then you will be using next to none of these assets in your final build. These assets add up to around a whopping 380MB. Start by deleting any assets from your game folder that you know you won’t be using. Any of the other assets should be renamed in order to represent that they are to be deleted later, “If you are using them for prototypes an what not.” e.g. (!prototypeActors1) Another thing you can do is look at your file extensions. For example if your audio tracks are in .mp3 consider converting them to .ogg for the smaller file size. as you can see in the image below, the size of the .mp3 is reduced a large amount after being converted to .ogg (which my computer wishes to label as a VCL media file as if that’s some sort of extension.) If you have 100 different audio files then that is 100MB that you have saved in space for the game file. If you have a retro game, then you could convert it all to MIDI for an audio aesthetic as well as a vastly reduced file size too. The same can also be said for image file size. The following image shows how I took the file size from 400Kbs down to 100Kbs. This is a software called TinyPNG and is free for up to 5MBS and they have a very cheap yearly subscription for images over that size as well as extension options. How it works is that it reduces the amount of colours being used in an image while still retaining any transparency it has and the detailed sacrificed is near on invisible, only noticeable if you were to go into the file and analyse the pixels. They have a Photoshop plugin that allows you to export your images directly as a reduced sized PNG instead of uploading them to the site every time. For example sake, lets say you have 1000 images in your game worth 400KBs. By using TinyPNG to reduce the size, you save roughly 300MBs of file size. You can try it out for free with this link. bit.ly/lvlupdesigntinypng Those are some of the ways that you can majorly reduce the file size in the final build of your game. Why do you want to reduce your file size? It can help with loading times and lag issues and download times. Overall having clean and small file sizes are what we should be aiming for as Indie devs.
  14. MorshTalon

    Hide Level-Up Skills Learned

    Hello. I wish to implement an accessory in my game that swaps skills with double-cast versions of them. For all intents and purposes, all it does is seal off the "magic" skill type and add the "double magic" skill type. In order to make it work, whenever a character learns a skill through leveling up, they also learn the double version of the skill; however, they don't have access to the skill type it is contained in, and are therefore unable to utilize the double version of the skill unless they have the aforementioned accessory equipped. That's all fine and good, but upon leveling up, it'll still say, for example, "Fire Learned, Double Fire Learned". At the end of the day everything still works properly, but it's a bit of an interface spoiler (the accessory would be a late-game kind of deal) and just looks clunky overall. I was wondering if there could be some plugin help regarding the matter; something that would make it possible to attach a notetag to a specific skill commanding it to not show up in the level-up message. The reason I explained the whole process is because maybe I'm really stupid and overlooked a much simpler way to do what I want to do, but I've looked around and got stuck and that's why I'm here. I believe this would be the cleanest way to go about it. Thanks in advance.
  15. CGMV Encyclopedia By: Casper Gaming Last Update: 9/12/2018 Latest Version: 1.7 Introduction This plugin creates an encyclopedia system. It includes enemies, items, weapons, armors, skills, and states by default. You can also add as many custom categories with as many entries as you want. This plugin works well with the achievement plugin for achievements based on encyclopedia completion percentages. Features - Encyclopedia Scene displaying all categories of the encyclopedia the user wants - All setup is done through the plugin manager - Entries automatically or manually tracked - Compatible with CGMV Achievements - Custom encyclopedia categories (as many as you want) Screenshots How to Use Import into plugin manager and enable the plugin. Plugin Plugin (along with all my other plugins) can be found here: LINK For achievements related to the encyclopedia, use CGMV Achievements: LINK Requires CGMV Core (1.3+), which can be found here: LINK Credit & Terms Link Version History
  16. I stuck in the captioned problem and don't have any idea to solve it. Please help. My character have a "Attack Bonus" parameter. The number of attacks is equal to "Attack Bonus" - 5, until its value >= 5. e.g. Fighter A's Attack Bonus is 14 He have 3 attacks per turn, with +14 bonus in 1st turn, +9 in 2nd and +4 in 3rd. Can anyone teach me a direction for this problem?
  17. ScreampunkArts

    Plugin for voiceover etc.?

    Yesterday at 10:04 AM
  18. Skip Party Command Author: Soulpour777 Plugin Description: This plugin allows you to escape the Party Command Selection on your battle. That means when you start fighting or in the battle scene, you will be able to select the actor commands and each character has their own individual escape command. Parameters: Escape Name Download Plugin from my website.
  19. Plugin for RPG Maker MV – Caliburn Custom Menu System / Caliburn CMS Authors: Soulpour777, Yanfly, Blackmorning Main CMS Plugins – Soulpour777 Status Menu Core and Add-ons: Yanfly Plugins (http://yanfly.moe/) BM_EquipCore: Blackmorning (http://bmscripts.weebly.com/) Description: This plugin allows you to change your boring menu into a more lively, well designed and animated type of Menu. Instructions and Order of Plugin: For more instructions, please check each plugin’s HELP file. DOWNLOAD
  20. CGMV Region Switch By: Casper Gaming Last Update: 8/10/2018 Latest Version: 1.0 Introduction This plugin makes it so that when a player is in a specified region, a corresponding switch is turned on. The switch is automatically turned off when the region is exited. It allows for unlimited switches per region. Features - Turn on switches automatically when entering a region. - Turn off switches automatically when exiting a region. 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 Credit & Terms Link Version History
  21. Hello! If it is possible, could anyone edit the script of YEP_ButtonCommonEvents so that whenever a switch is turned ON in game, the key bind is set? I would need this as I am making an item that makes common events play (through the script), but the item is given mid-game. I could just set it so that the common event only plays when a certain switch is ON, but I also have YEP_KeyboardConfig, and that shows the mapped key anyway. This causes the player to be able to see the item on the config screen, but not actually be able to use it. If you guys can't do it, just guide me in the right direction and I will attempt it myself. All help is appreciated. Thank you!
  22. Do this (with 1.61): Take MrT''s MrTS_UseWeaponsArmorInBattle plugin and activate it. Make sure it's above Yanfly's Battle Core plugin (although this error appears regardless of where the plugin is located). Go into the game and cast any spell that works with scope Menu on your ally. The game will crash and give the following error. rpg_managers.js:1949 TypeError: Cannot read property 'isFree' of undefined at Game_Actor.Game_BattlerBase.paySkillCost (MrTS_UseWeaponsArmorInBattle.js:91) at Game_Actor.Game_BattlerBase.paySkillCost (YEP_BattleEngineCore.js:3690) at Game_Actor.Game_BattlerBase.paySkillCost (YEP_SkillCore.js:856) at Game_Actor.Game_Battler.useItem (rpg_objects.js:3187) at Game_Actor.Game_Battler.useItem (YEP_BattleEngineCore.js:3699) at Scene_Skill.Scene_ItemBase.useItem (rpg_scenes.js:1161) at Scene_Skill.useItem (rpg_scenes.js:1390) at Scene_Skill.Scene_ItemBase.onActorOk (rpg_scenes.js:1136) at Window_MenuActor.Window_Selectable.callHandler (rpg_windows.js:902) at Window_MenuActor.Window_Selectable.callOkHandler (rpg_windows.js:1171)
  23. TheBoomyGamer

    fnaf tilesets mixup request

    hello everybody, please can you end me your best mixups and animatronics for RPG MAKER MV i really need them for a game im making called Kookie trapped in Virtua! and i need the fnaf 1 mixups and for the animatronics fnaf 1 and fnaf thanks so much
  24. Synopsis This plug in adds properties to items of a certain rarity. Features Up to 8 different rarities Each item gets a color as per rarity Adds rarity to item description MORE COMING SOON! Parameters * @param Rarity In Description * @desc Toggle true or false, when true the rarity of the item will show in the description * default true * * @param Rarity 1 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Common, #ffffff * * @param Rarity 2 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Uncommon, #eff2f7 * * @param Rarity 3 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Rare, #2f74e2 * * @param Rarity 4 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Ultra-Rare, #ff33cc * * @param Rarity 5 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Legendary, #ffca2b * * @param Rarity 6 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Custom,#ffffff * * @param Rarity 7 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Custom, #ffffff * * @param Rarity 8 * @desc Enter the properties of the rarity separated by commas in this order: name, color * @default Custom, #fffff How to use: Add the following note tags into the note box of an item, weapon, or armor <Rarity:Number> Where Number is the number corresponding to the rarity number e.g. For Rarity 2 the tag would look like: Screenshots License Feel free to use in commercial and non-commercial projects. Credit is not required but appreciated! I do plan on adding more features, stay tuned for updates this is only the beginning! In the meantime, please give ideas for what you would like to see! Download here!
  25. [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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