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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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So, with RPG Maker MV out I've once again begun the circle of... A new RPG Maker came out! Oh boy, I want to make a game! Look at that cool [script]/[plugin]. I'm gonna try it. Hu-uh... I can't find a [script]/[plugin]. for this function I want in my game. Maybe I can learn how to program. Okay, I found some free tutorials Nice, I spent like an hour here. I don't feel like I really learned anything though. I still don't get it... maybe I'll stop making my game until I can figure out how to code. Why did this tutorial have such a high jump in complexity?! I don't get it... urgh! so Frustrated... maybe someone made a similar script. I'll lower my standards a bit and look through all the scripts... Now I've lost my motivation to work on my game... [insert anything shiny that will further distract me from game design] Return to 1. Does that sound a bit familiar? You could probably replace this layout with Art, Music, etc. The bottom line is, I didn't stay invested in learning how to code long enough to see results. I can bring up a number of excuses, and shift the blame around, but it really just boils down to I don't fully understand how to properly motivate myself to learn a programming language. Well, I found a resource that is working for me. It's called CodeCombat (<-clicky). It has a free website that teaches you coding via videogame. There are five languages available to choose from when you start your game. Python JavaScript CoffeeScript (A work in progress) Clojure (A work in progress) Lua Then they will set you on a gameboard map where you can choose the first level and begin your quest. As you progress in the game, you will get equipment to wear. This equipment unlocks more commands within the language. As an example for JavaScript, when you first start you only have a pair of shoes. These shoes give you the option to type (and thus run) the following 4 commands: self.moveDown() self.moveLeft() self.moveRight() self.moveUp() And you use these commands to move through a spike maze with gem stones to collect along the way. It's a LOT like the custom move eventing you are already doing in RPG Maker. Except you're typing the full string instead of just clicking a button. The game limits you severely on the number of commands you can run because it wants to do repetition. It also provides rewards for good coding (No bugs, completing the task in under [x] statements]. Give it a shot. It might be just what you need to get started, lay down a foundation of understanding and maybe spark that motivation to dig deeper and get better.
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Hi, this is my first post here! First off I would like to say I do have a demo of this game available now on my itchio page here https://wildgypsy.itch.io/summer-solstice I'm desperately trying to get feedback as the game is part of my A level coursework, thanks. Okay, now time for the question I need answering: So I am making upgrade items for the full game (some are featured in the demo but they are kind of like beta versions) Basically how they work is I'm using the Yep upgrade item plugin and in the note box for the upgrade items I use this: <Upgrade Weapon Type: 0> <Upgrade Effect> Eval: $gameTemp.reserveCommonEvent(119) </Upgrade Effect> Then the common event turns on a switch which triggers a base troop event with looks for the correct scenario to apply the boost (for example at the first turn of the battle a 50% chance of a random enemy being affected with burn or 1% chance of random enemy dying at beginning of the battle just to name a couple) but the problem I have with my script is that the effect is applied immediately after the upgrade is applied to the weapon or armour, however, I only want it in effect if the weapon or armour is equipped. In short, what I think I need is a script to check whether the armour or weapon has been equipped or unequipped! Thanks for your help!
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I am currently remaking an old IPhone Game called Dragon Island Blue however I need a Plugin Scripter to develop most importantly the Battle System. On Reddit we are over 200 members and on Discord over half that amount and some donated me so I can hire someone to develop the most important plugins. https://youtu.be/j8dOG0UL9D8 This is let´s play of one of the admins of my discord a good combat part is between 6:50 - 9:00. It´s a battle system similar to ATB but it works more around the tick-based system. One tick is refered to as a TU - Turn Unit. Which monster will make the first turn is determined by it´s speed, so the speed of the battlers is only useful when it joins battle. Every attack has instead of mana or whatever other source turn units. The number of turn Units a skill that is used has places them back into the queue accordingly. Then it will subtract the number of TUs equal to the monster that currently has the lowest TUs of all monsters bringing the first monster down to 0 which is able to make a move now. In the game your party size will increase as you progress, if one monsters regardless of your team or the enemies it will be replaced by the next monster in the party queue. (you can not swap your party while in battle, only with one very specific skill and there is also a skill who kills the user and replaces it with a random monster at places it at the end of the queue, this will only last for the battle though). There can only be 3 monsters at each side at the same time but the player is able to summon a spirit on it´s own 4th slot. (Similar to SRDs Summon Plugin) Damage over time moves also work around this system for example poison will deal damage of 500TUs or the effect X will last for 300TUs. There is also Haste in the game which can reduce or increase the number of TUs a skill costs. The UI does not have to be fully recreated like it is in the orignal. The only real change I need is the TU turn order bar which can be made with yanflies turn order display plugin. I already implemented a lot of monsters and other stuff so you have a lot of room to test the plugins needed properly. If you are interested join us on Discord or Reddit: https://discord.gg/PYdztgVCks https://www.reddit.com/r/DragonIslandBlue/
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Looking for someone to work with me on my current project by creating a custom battle system and potentially other custom aspects for the game, such as menus and on map alterations. Battle system will be similar to that from the Lunar series, as shown in the video below. https://youtu.be/Zz3uf5puAMY?t=35 Payment and other details will be discussed in private.
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FeniXCLI - Open source RPG Maker MV plugin development tool
LTNGames posted a topic in Developing Tools
FeniXCLI - Open source RPG Maker MV plugin development tool FeniXCLI is a lightweight, easy to use RPG Maker MV plugin development CLI that helps you generate and setup entire project with no configuration required, just an easy to follow guided setup. It helps you develop plugins for RPG Maker MV by combining necessary development tools. These tools help with the building of all your plugins and serving files to a server for easy testing and streamlined productivity. Project Website | Gitlab Repository | Guide Features Project Setup Generate and entire project, download an MV demo game and automatically install and configures packages Live Server Start a live development server and reload when changes have been made to your plugin source code. Modern JavaScript Start writing with next generation JavaScript, split code into modules and import packages, no setup required! Roadmap Babel support Auto configuration for all packages in setup nwjs live reload support Live package install (install packages simply using the import keyword) Frontend GUI (For those who are terminal illiterate) Quick Start Create a new directory and open the terminal(Linux) or command prompt(Windows) and run the following commands. Install npm install -g fenix-engine-cli Setup a new project fenix Run the development server fenix dev F.A.Q Q: Is it ready? A: Yes and no! However, I only say no because it is in no way ready for a child to pick up and use, but it is ready for any developer that feels like giving it a try! Q: How will this make plugin development easy? A: It provides a consistent and easy to follow workflow and environment so that every plugin is developed in the same manner and with the same standards as any other developed using FeniXCLI. It also makes things easier by letting you develop your plugins in separate files which are bundled together to create a production ready plugin. Q: How can I get started? A: Follow the getting started guide Q: What is FeniXEngine? A: FeniXEngine is the name of the project which includes tools like FeniXCLI and FeniXTools. This open source project's mission is to make plugin development easy enough for a child, powerful enough for a developer.-
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Hime's Enemy Reinforcements: http://himeworks.com/2015/11/enemy-reinforcements-mv/ Hello all! I'm new to MV and I'm using a plug-in right now called Hime's Enemy Reinforcements, which lets you introduce new enemies to a battle by the troop or individually. What I hope to create is a wave-based battle system, where a new wave of enemies appears after the prior wave dies (you kill one troop of enemies, another troop appears, that kind of thing), which I should be able to do with this plug-in, however on the page it says that I need to use the script call: $gameTroop.isTroopReinforcementAdded(troopId, checkIsAlive) The problem is, when I use this, I get a console error telling me that checkIsAlive is undefined. At first I thought the problem was with the Yanfly Engine, but I still got the error after I had disabled all of my YEP plugins. So I guess that I had to define checkIsAlive myself, but the thing is I have no idea how to do that. Is it a common event? A variable? If anybody could help me out with this and tell me how to define it then it would be much appreciated, especially because this is the last part of my combat system I need to make before I can start balancing it. Thanks a lot, and I'm sorry if this is in the wrong place! PS: I've attached a screenshot of the console error. I know it might look like Yanfly is the problem there, but like I said even with YEP disabled it still doesn't work.
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[SOLVED BY MYSELF] Trouble with MOGHunter's Chrono Engine (ABS)
Skysagi posted a topic in Programming
Hello, everyone. So, after a while using MOGHunter's Chrono Engine ABS mode, I've encountered a problem that I was unable to solve: Basically, the Plugin does recognize the commands from the tool map, so using Skills, Items, opening the Skill Menu and the Item Menu work perfectly. However, the Attack and Shield commands simply don't work, and I'm not sure what is causing this error. I have tried everything I could imagine: Database, Events, Characters, Commands, Skills, etc. None of my methods have worked, and I am still unable to use the basic attack and defense commands. I have created a separated project so that it is easier to access the problem and make other kinds of attempts to solve it (nothing worked). The download link is below. Download the Project Here- 2 replies
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So I browsed to see if anything was up here already, and so here is my presentation. It sounds simple in my head, but I'm not a java scripter. I've broken it down intto steps, if someone wants to tackle a step at a time and then we can post the results in this thread. IF this sound interesting but any part seems to big to tackle just for funsies, I'd be willing to negotiate compensation. Step 1 Controlling all actions in a battle. Change Enemy actions IN battle to allow the player to pick them. --- Right now, the AI picks from the list. It seems simple enough to just copy and paste the classes that control player input actor actions into where the scripts grab the current enemy actions. But I'm dumb so maybe I'm asking a lot. Step 2 Actor Vs Actor Allow an actor to be placed where the to be called instead of an Enemy so you have an actor vs actor battle. //Step 2 and 1 effectively give you the ability for PVP hotseat between two players. Step 3 Allow PVP to be turned on and off by plugin command. Allowing for PVE and PVP Step 4 Being able to export and import in deployed game So I create a character at my house in the game. email the file to myself. Go over my friends house, load it up and PVP head to head. Step 5 Going online This is probably the point at which I stop. But the end goal of the game, would be for two players to be able to p2p connect and the game share the battle information and actors information so you can do PVP in battle. Not a true MMO, as its just battling against one other person a la pokemon.
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Hello everyone, We are looking to delegate some code work(Javascript) to a third party coder to help us finalize our combat system (RMMV). We have a few bug fixes and some missing features to a system that is mostly complete. Here is a list of the items that need to be completed. To anyone who will apply to this commission note that we need most if not all of the items on this list completed. If you are interested please pm me. Compensation We will start the commission at $100USD but we are willing to negotiate for time and experience. Familiarity with Victor's battle motions plugin or Lecode's TBS is a plus.
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Jump into Javascript, a breakdown and explanation of the default js files in MV.
Trihan posted a topic in Tutorials
This is a companion series to Slip into Ruby (my teardown of the RPG Maker VX Ace default scripts) and aims to teach a bit of Javascript while explaining exactly how everything works under the hood of MV's .js files. Part 1: https://rpgmaker.net/tutorials/1230/ (main.js, rpg_scenes.js (Scene_Base)) Part 2: https://rpgmaker.net/tutorials/1357/ (rpg_scenes.js (Scene_Boot, Scene_Title)) Part 3: https://rpgmaker.net/tutorials/1358/ (rpg_scenes.js (Scene_Map)) Part 4: https://rpgmaker.net/articles/1359/ (rpg_scenes.js (Scene_MenuBase, Scene_Menu, Scene_ItemBase, Scene_Item, Scene_Skill)) Part 5: https://rpgmaker.net/articles/1362/ (rpg_scenes.js (Scene_Equip, Scene_Options, Scene_File, Scene_Save, Scene_Load, Scene_GameEnd, Scene_Shop)) Hopefully this will be helpful to people just starting out or who want to understand a bit more about how MV does what it does! Eventually I'll even be tearing down the basest of the base classes like the content of pixi.js and the core classes like Window and Bitmap. -
I recently acquired a copy of MV and have to start learning coding from scratch after I got used to RGSS3. From what I interpreted from other scripts, the structure is maybe the same but the names and language is different. But are there any tutorials or sites best suited for teaching this from the ground up? I made some custom scripts in VX Ace and I'm interested in writing some of them down in MV in-between stumps with the one I'm making right now. Or whose scripts have a lot of descriptions regarding their functions? Just so I can ween knowledge off of those.
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Hello everyone, I started working on my game again and as such using scripts to increase its appeal. I need help with Galv's CustomTitle script. Using the plugin demo I was able to create the titlescreen to my liking, however I cannot duplicate it in my own game. Here is the issue I am experiencing: The animated sprites are not visible when the titlescreen first launches. If I open up the options window and then close out of it, then the animated sprites appear. Troubleshooting I've done so far: At first I thought it might be conflicting with other plugins so I turned them all off except this one. Same problem persists. I moved the plugin to the top of the list. I double checked all the settings to make sure they were set correctly, ie. positioning the layers appropriately. Battle animations will still play but over the transparent sprite. All the other layers are showing up fine. Any help is greatly appreciated. Thanks, -OCS
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Hello! So, on my current project I can't seem to get Yanfly's GabWindow to display Gab Windows. I don't know why. I followed the directions, changed my plugin load order to the Yanfly recommended order, and it still won't display! I've put hours into my project and this feature will really improve things. Like, the textbox for non important stuff is annoying! So, the issues are: -It won't display and there's no error message or anything. I've removed a lot of the non-essential non-yanfly plugins as well, but it still does it! Is this a bug or am I doing something wrong? I tried putting: GabText my text ShowGab plugin commands, in that order, in regular map events and common events and it won't display either way. My current plugin list and load order is below:
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I was wondering if this plugin would work for my D&D style system of hit accuracy. I want hit rate to be determined by a dice roll (Math.randomInt(19) +1) plus a proficiency bonus ( + ((a.agi - 10) * 0.5) compared to an enemy's defense (b.def). Does this plugin allow for that kind of formula? Something along the lines of: if (1 * (Math.randomInt(19) + 1) + Math.floor((a.agi - 10) * 0.5) > b.def attack hits, else attack miss. Also, does this plugin allow me to call custom stats added by other plugins?
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Hey everyone, I don't like making requests, but when I do I prefer Dos Equis like to make requests I think would be useful to the community. I was reading the RMMV documentation and it states it is most compatible with the Microsoft 360 game controllers. I recently bought a controller to see how my game plays with it. What I think would be super cool is if someone with programming knowledge could make a plugin that would allow for a plugin command to be called in an event that would activate the controller's force feed-back or "rumble" effect. It would be great if the plugin had parameters that could be changed by the user to effect duration and intensity etc. I think this could elevate the overall gaming experience when used appropriately. Imagine an explosion scene or riding your vehicle over bumpy terrain. I was looking into the Microsoft Xinput documentation and it seems to be coded in C++. Thus the scripter would likely need to be knowledgeable in that language as well as javascript. But what do I know about coding? Not much. If I could code this myself I totally would. Anyone out there think they can do this? It's not super-critical, just a fun idea. Thanks, OneCutStudio
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Flare Currencies - A better way to manage currencies, v3.0 Darkness Falls, MIT License, Credit must be given to me. free for commercial usage Download: Get The Script, Make sure to name the script: Flare-Currency.js Screenshots: Disclaimer All code is written in ES6 and compiled to ES5, do not edit the distributed script file. Please see the source for making modifications and please read this section on building scripts. This script should work with all or any other scripts that modify the shop in any way. Flare Currency allows you to add up to 5 currencies to your game via the options menu when setting up a script. When a currency is added you can add the following tags in enemy note tags, not troops. <currencyToGain name: "Some Name" amount: x chance: 89> name: The name of the currency, must match that of the currency you set up in the script options. amount: The amount of the currency to reward. chance: Optional. The percentage of which the enemy will drop the currency and its amount. Currencies with out a percentage default to 100%. When you set the percentage you have to set 0-100 as an integer. Currencies can have a variable amount, for example: <currencyToGain name: "Some Name" amount: "1 ~ 34" chance: 89>This means that "Some Name" has a 89% chance to drop between 1 and 34 "coins" Shops Shops are easy to build in Flare Currencies. It's quite amazing too. So how do we make a shop? The first thing to do is to set up some items with the following tag: <currencyShop belongsTo: "Sample Name" andCosts: 76> That should real like english. We are saying this item belongs to a currency shop and a currency of: "Sample Name." We also state that the it costs x of that currency. So lets read it together: For the currency shop this item belongs to sample name and costs 76 of sample name. The next things, for the currency information section is to then do: <currencyShopEvent belongsTo: "currency Name">In a comment for that event. What this does is: As you can see we have an extra line: "There is a currency shop selling this item." This tells the player that hey, there is a currency shop on this map. So now that you went through your weapons, armors and items and added tags to stipulate which items belong to what currencies and how much they cost, how do you open said shop? You create an event: FlareCurrencies.openShop("Sample Name", boolean)You have essentially opened a shop that is either purchase only (the boolean) or allows the user to sell items. Selling items only works for items that belong to that currency shop. Items may have multiple different Currencies but currency shops only take items that belong to the specific currency you specified. You cannot have multi currency based shops. ATTN Developers This shop is designed to be completely backwards compatible with your shop scripts. How ever if there is an issue Please file a bug report. ATTN Users This shop will be blank if the currency doesn't exist or no items have that currency. Additional Information You must keep the name and the description short. If you make them too long then they will go off the window and it will look broken. Amount is not capped, you can have over 9,999 of any currency, but you cannot have any thing less then 0. any negative value that that takes the currency amount below 0 will cause your currency to default to 0. Public API FlareCurrencies.addAmount(currencyName, currencyAmount): Lets you add a specific amount to a currency, either negative or positive. Example:FlareCurrencies.addAmount('Demon Teeth', 56); // Or: FlareCurrencies.addAmount('Demon Teeth', -56); FlareCurrenies.openShop(currencyName, boolean): Lets you open a shop specific to that currency.Example: FlareCurrencies.openShop('Demon Teeth'); // Or: FlareCurrencies.openShop('Demon Teeth', true); // Purchase only FlareCurrencies.setAmountBasedOnVariableId(currencyName, variableId): Lets you set an amount positive or negative based on the currency name and the variables value.Example: // variable id 5 has an amount of 650 FlareCurrencies.setAmountBasedOnVariableId('Demon Teeth', 5); // Demon Teeth currency now has a value of 650 Yanfly Victory Aftermath Script To see currencies spit out as "battle spoils" add the following to the option, "victory order": currency. It can come in what ever order you want, how ever it must be present. For example: exp custom drops currencyOnce added, battles will have an additional battle spoils window showing the currencies you gained. Yanfly Menu Manager Script You don't have to do anything. It just works. For Developers I have a special treat for you. You can mess around with currencies in your own scripts via: flareCurrency which is a global object. You can do the following with it: flareCurrency.store(currencies) - This takes an array of objects, an example from the script: [ { name: currency["Currency One Name"], description: currency["Currency One Description"], icon: currency["Currency One Icon Index"], amount: 0 }, { name: currency["Currency Two Name"], description: currency["Currency Two Description"], icon: currency["Currency Two Icon Index"], amount: 0 }, { name: currency["Currency Three Name"], description: currency["Currency Three Description"], icon: currency["Currency Three Icon Index"], amount: 0 }, { name: currency["Currency Four Name"], description: currency["Currency Four Description"], icon: currency["Currency Four Icon Index"], amount: 0 }, { name: currency["Currency Five Name"], description: currency["Currency Five Description"], icon: currency["Currency Five Icon Index"], amount: 0 }, ]; flareCurrency.setStoreFromLoad(store) - Takes an instance of the above example which is gathered from loading a Saved game. flareCurrency.getCurrencyStore() - Gets the above store at its current state. Not Public. This class is not meant to be given to the end user as a public api. It is for developers. End users haveFlareCurrencies as a public class they can access for events. Regarding Enemies: Enemies have some extra keys added to them thats been around since 1.0 of the script. Lets look at them now. - enemyCurrencyRewardData - Contains information about the various currencies this enemy can reward. This is generated on game start. - gainCurrenciesOnBattleWin - Contains name of currency and a boolean of true or false. Both of the above are arrays of objects. FAQ: Somethings broken ... Please take a screen shot of the error. If the console is open take a screen shot of that too. What were you doing before it crashed. What scripts do you currently have active (and their order)? Can you add ... ? Yes I can. Please explain what you want in detail, any additional information such as screen shots, example images and so on.
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Flare Call Event On Game Over vs 1.0 Download: Grab it here Credit: Darknessfalls You can use this in commercial games. This script is super simple and super basic. There is no screen shot to show as the common event you create is up to you. How ever at the core of the script we do the following: Party Dies on map, out of battle, we call a common event after reviving every one. Party Dies in a non test, non can loose battle, party is revived, sent back to map and common event is called. So how would you set this up? Create a common event with a trigger of none. Create a parallel process that contains the following script call: FlareGameOverEventCall.callEvent(commondId) The commonId is the id of the common event you created Play the game. Now when a party dies in battle, the characters are revived and the event plays, This also works for when a party dies on the map. This does NOT work when you just call game over via an event. Simple right?
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Flare Collection - Play Music on Region Touch
DarknessFalls posted a topic in Completed Scripts/Plugins/etc.
Flare Play Music On Region Touch vs 1.0 Download: here Credit: Darknessfalls The above shows you how to quickly set up a set of regions that when touched music plays. In the above, 19 plays the river BGS while 20 fades it out over 2 seconds. So How is this done? Paint some regions on the map, one set is for the music to fade in, the other is for the music to fade out. You can have multiple regions that fade in music and multiple that fade out music. Create a parallel event that contains the script calls you see in the image, for example: FlarePlayMusicOnRegionTouch.playMusic([19], 'BGS', 'River', 50, 100, 0) FlarePlayMusicOnRegionTouch.fadeOutOnRegions([20], 'BGS', 2)Run the game. When the user touches region 19, BGS of River will play. How ever when the player touches region 20, all BGS's will be faded out over 2 seconds. ATTN! I do not fade out BGS or any other music on map transfer, thats for you to set up.- 5 replies
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First off, let me apologize if this is the wrong place to ask for help, I don't want a plugin, I want to know if this is possible and how to do it... Can I call up an animation that is made in javascript to be used in MV for a title screen or a short cutscene? If so, how would I do this/set up? thanks in advance! Have a good day!
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Hey there~ I was wondering if I could appease to anyone the idea of making a plugin that - essentially - allows you to hit anyone in battle instead of the basic restrictions given in game. So instead of the default restrictions, I can instead cast, say, HEAL and I can cast it on any party member OR on an enemy. Having this sort of ability can allow me to create various skills and strategies that can maybe help the flow of battle more. ie; Enemy is inflicted with ZOMBIE Cleric casts CURE on enemy Enemy takes damage or Ally is low on HP and also has FireEater ability Ally doesn't know healing spells - instead casts fire on ally. Ally absorbs fire dmg and is healed. I hate having to essentially make skills work around the default "who you can hit" thing. If possible, having note tags that can modify what each skill hits ie, <skill: all> *hits anyone <skill: 1 ally> *can only use on you or allies <skill: all allies> *affects all allies <skill: all enemies> *hits all enemies <skill: 1 enemy> *hits 1 enemy That sort of thing? I'm sorry if this is a complex task - I don't require it immediately anyway, but will in the future so I thought I'd see if anyone is interested in this sort of plugin. Thank you for taking the time to read this