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  1. kyonides


    KItemAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KItemAlert module. The script will show it whenever you gained or lost any item, weapon, armor, or gold coins. It is possible to change the position of the icon and the item's name. Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
  2. KMessageTarget MV 2 Versions by Kyonides Arkanthes Introduction By default the Battle Log doesn't expect you to add a target's name to a skill action message. This plugin changes that to make sure you can certainly read who's the hero's current target. Simple Version //=========================================== // * KMessageTargetMV.js - Simple Version //=========================================== /*: * @plugindesc This plugin will let you add the enemy's name to a skill's * action message by using a tag or wildcard. * @author Kyonides Arkanthes * @help Date: 2023-01-30 * # * Free as in beer. * # * The regular expression or regex is %e by default. */ function KMessageTarget() { throw new Error('This is a static class'); } KMessageTarget.regex = /%e/i; Window_BattleLog.prototype.displaySkillTargets = function(subject, item, targets) { let target = 0; let msg = ""; for (var i = 0; i < targets.length; i++) { target = targets[i]; if (item.message1) { msg = subject.name() + item.message1.format(item.name); msg = msg.replace(KMessageTarget.regex, target.name()); this.push('addText', msg); } if (item.message2) { this.push('addText', item.message2.format(item.name)); } } } const KMessageTarget_win_btl_log_displayAction = Window_BattleLog.prototype.displayAction; Window_BattleLog.prototype.displayAction = function(subject, item, targets) { if (DataManager.isSkill(item)) { this.displaySkillTargets(subject, item, targets); } else { KMessageTarget_win_btl_log_displayAction.call(subject, item); } }; Window_BattleLog.prototype.startAction = function(subject, action, targets) { let item = action.item(); this.push('performActionStart', subject, action); this.push('waitForMovement'); this.push('performAction', subject, action); this.push('showAnimation', subject, targets.clone(), item.animationId); this.displayAction(subject, item, targets); }; Full Version //=========================================== // * KMessageTargetMV.js - Full Version //=========================================== /*: * @plugindesc This plugin will let you add the enemy's name to a skill's * action message by using a tag or wildcard. * @author Kyonides Arkanthes * @help Date: 2023-01-30 * # * Free as in beer. * # * * The regular expressions or regex are * %a for an Actor or Ally * %e for an Enemy * * Note Tag: _party item_ * It allows your hero uses an item on all of his or her allies while preventing * the Battle Log from repeating itself over and over again. * * You can customize the KMessageTarget.party_as_target string if necessary. */ function KMessageTarget() { throw new Error('This is a static class'); } KMessageTarget.item_list = [1, 6]; KMessageTarget.actor_regex = /%a/i; KMessageTarget.enemy_regex = /%e/i; KMessageTarget.no_target_item = / on %a/i; KMessageTarget.party_item = /_party item_/i; KMessageTarget.party_as_target = "the party"; Window_BattleLog.prototype.displaySkillTargets = function(s_name, item, targets) { let target = 0; let msg = ""; for (var i = 0; i < targets.length; i++) { target = targets[i]; if (item.message1) { msg = s_name + item.message1.format(item.name); msg = msg.replace(KMessageTarget.actor_regex, target.name()); msg = msg.replace(KMessageTarget.enemy_regex, target.name()); this.push('addText', msg); } if (item.message2) { this.push('addText', item.message2.format(item.name)); } } } Window_BattleLog.prototype.processNames = function(s_name, item, t_name) { let msg = TextManager.useItem.format(s_name, item.name); if (!KMessageTarget.item_list.includes(item.id)) { msg = msg.replace(KMessageTarget.no_target_item, ""); } msg = msg.replace(KMessageTarget.actor_regex, t_name); this.push('addText', msg); } Window_BattleLog.prototype.displayItemTargets = function(s_name, item, targets) { if ( KMessageTarget.party_item.exec(item.note) ) { this.processNames(s_name, item, KMessageTarget.party_as_target); return; } let target = 0; for (var i = 0; i < targets.length; i++) { target = targets[i]; this.processNames(s_name, item, target.name()); } } Window_BattleLog.prototype.displayAction = function(subject, item, targets) { let numMethods = this._methods.length; if (DataManager.isSkill(item)) { this.displaySkillTargets(subject.name(), item, targets); } else { this.displayItemTargets(subject.name(), item, targets); } if (this._methods.length === numMethods) { this.push('wait'); } }; Window_BattleLog.prototype.startAction = function(subject, action, targets) { let item = action.item(); this.push('performActionStart', subject, action); this.push('waitForMovement'); this.push('performAction', subject, action); this.push('showAnimation', subject, targets.clone(), item.animationId); this.displayAction(subject, item, targets); }; Side Note: There should be another regex that I could have used there, yet, I preferred to use a very specific one that people could quickly interpret as an enemy's name if they ever find it in the message box. We could say it's a very friendly reminder of what it actually stands for. Terms & Conditions Free as in beer. Include my nickname in your game credits. Read the instructions. Do not repost it.
  3. KTouchNewMapEvent XP + VX + ACE + MV by Kyonides Arkanthes Introduction Did you ever want that the engine would autorun events right after being touched by the player or another event? Especially once it finishes transferring the player to a new map... Now you can do that! Just copy and past the following snippet on your script editor! Download the Scripts! XP Version # * KTouchNewMapEvent XP # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_temp.player_new_x == @x end def player_new_y?() $game_temp.player_new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX Version # * KTouchNewMapEvent VX # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX ACE Version # * KTouchNewMapEvent ACE # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#setup_page class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_setup_page :setup_page def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end def setup_page(new_page) kyon_touch_new_map_event_setup_page(new_page) check_shared_location end end MV Version //================================== // * KTouchNewMapEventMV.js //================================== /*: * @plugindesc This plugin will be triggered if any given event's coordinates * match the player's and its trigger is either a Player or Event Touch. * @author Kyonides Arkanthes * @help Date: 2023-01-29 * */ const KTouchNewMap_event_setupPage = Game_Event.prototype.setupPage; Game_Player.prototype.newMapX = function() { return this._newX; } Game_Player.prototype.newMapY = function() { return this._newY; } Game_Event.prototype.setupPage = function() { KTouchNewMap_event_setupPage.call(this); this.checkEventTriggerNewMapTouch(); }; Game_Event.prototype.checkEventTriggerNewMapTouch = function() { if (this._trigger == 1 || this._trigger == 2) { if ($gamePlayer.newMapX() == this.x && $gamePlayer.newMapY() == this.y) { this.start(); } } }; Notes Honestly, there are other ways to trigger events without using scripts. Yet, you can still use my scriptlet to make it possible by setting its trigger as Player Touch or Event Touch. Terms & Conditions Free as in beer and as in speech. Please include my nickname in your game credits.
  4. Hello, I've been working on a project for a few months now and I'm running into an issue with my status gauges. I've converted my game to 1080 and blown up all of my pixels to give it a high def pixel game look, and for the most part I've been able to scale up the fonts and spacing for all of the menus to match. The one thing I can't seem to fix is the HP bars. I've figured out how to spread them out and make the wider by editing the parameters in the windows section, but I can't find anything that defines the thickness of the gauges. I'm really new to JS so I'm sure there's something I'm overlooking.
  5. I am trying to make a custom battle system where your HP, MP, and gold are all one and the same. I am trying to make a battle system themed around the management of your money where your HP and MP are both always equal to the amount of money you have and taking damage or using a special skill takes away your money, I also want the player to be able to spend different amounts of money on specific skills to increase the damage or increase the chance to hit. I feel like I could figure most of this stuff out as long as I figure out how to tie HP, MP, and Money all to the same number somehow. This is my first time trying to do something with MV, before this I’ve only ever used 2k3. Any suggestions on how I can do this?
  6. Im trying to recreate the Level 5 Death skill from Final Fantasy 5 via damage formula code and im having a bit of trouble since this stuff isn't my forte. If you dont know what the skill does in the original game, Level 5 Death instantly kills any and all targets whose level is a multiple of 5. So if an Actor is Level 10, 15, 20, 25, 30, 35, 40, 45, etc. They would instantly be defeated. The skill can also be used by the player as a Blue Magic spell. I am also replicating this via Yanfly's Skill Core plugin and using the Blue Magic code from here: http://www.yanfly.moe/wiki/Blue_Magic_(MV_Plugin_Tips_%26_Tricks). Since the player can use this skill, enemies will also have levels via Yanfly's Enemy Levels plugin. The skill will work the same way when used on enemies, so if a player uses LV 5 Death and any enemy the player is fighting is Level 10, 15, 20, 25, 30, 35, 40 And so on, the enemy will instantly be defeated. and if they aren't , they wont be affected by the skill. This is how i set up the skill. Unfortunatly, the skill doesn't work on actors who have levels that are multiples of 5, So im sure im doing somthing wrong. Any help fixing this would be appreciated.
  7. I am having a programming problem. I'm trying to code that an event(a door) says that you have to get a key item(a list) before you can go through it. To do so, you have to pick it up somewhere else and use it on the event. But for whatever reason when you can choose the item and you don't have it, it let's you go through it anyway. It acts like I already have the item. Idk what to do
  8. Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Popularized ATB compatibility issues Games using this plugin None so far Action Sequences Addressed Plugins Video https://www.youtube.com/watch?v=aoBI3DaE3g8 Prerequisites Plugins: 1. DoubleX RMMV Popularized ATB Core Abilities: 1. Nothing special Instructions Place this plugin below all DoubleX RMMV Popularized ATB addons Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog Download Link DoubleX RMMV Popularized ATB Compatibility
  9. Note This plugin's available for commercial use Purpose Lets you set some states to reverse the ally/foe identification Games using this plugin None so far Notetag Plugin Calls Video https://www.youtube.com/watch?v=NCVMdR7HFls Prerequisites Abilities: 1. Little Javascript coding proficiency to fully utilize this plugin Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog DoubleX RMMV Confusion Edit
  10. Hey, I'm having some problems with this plugin, can someone help me? I'm with problems to activate it. I don't know if the problem is my script or the event, but I have some screenshots to help. Sorry for the english, it's not my first language.
  11. moraf

    'add a percentage'?

    First off, I'm very new to coding business. Really sorry for the noob question.. So in a game I'm currently working on for the sake of making the luck stat useful as well as clarity, I intend to make my debuff rate more or less works with a formula like "Debuff total chance = Fixed % from skill + (user.luk - target.agi)%" I've looked up the forums and suspect that 'target.debuffRate(effect.dataId) * this.lukEffectRate(target)' in the rpg_object.js would be my go to script to change. But when I change target.debuffRate(effect.dataId) * this.lukEffectRate(target) into target.debuffRate(effect.dataId) + this.lukEffectRate(target) there seems to be no change of percentage to the debuff rates in my playtesting, (even when after I set the difference between luk and agi into '100' or '(100)*001'). Am I looking at the wrong script? or is there anything else I need to do for that '+' to work?
  12. PinkLoverGames

    YEP Move Route Core Freezing Game

    I'm trying to make it so a character walks to the player and then says something, but it just freezes after the character reaches the player. Here's the event set up: I am using Galv's Cam Control as well to make it so the cam follows the moving character, if that matters. Edit: I figured it out! Basically what I did was have the event move to coordinates near the player instead of directly where the player is, and it works now! This can be closed.
  13. I just bought RPG Maker MV on steam but whenever I open it it just goes white and says its not responding, I've updated every single one of my drivers, uninstalled reinstalled tried running it with administrator. I tried the 32dll thing and that didn't work. I dont know what else to do or try. Im not very good with computers so this is hard to understand. Does anyone know how to fix this? I'd really appreciate it.
  14. So I made an animation for an attack used by a boss but when that attack is used, it is unable to play the animation even though I definitely have the png file of it in my animations directory but it won't load when it appears in game. It loads and plays fine in the animations test but actually in game fails to load. I also realized that many other attacks in the game itself, they'll load the sound effects but won't play the actual animation frame of the png image associated with the animation...
  15. 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?
  16. 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
  17. Doomboxx1134

    Khas lighting help

    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
  18. 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
  19. Note This plugin's available for commercial use Purpose Lets users show the battle turn clock, unit and count in battle Games using this plugin None so far Configurations Plugin Calls Video https://www.youtube.com/watch?v=l9-IX16T9Gg Prerequisites Plugins: 1. DoubleX RMMV Popularized ATB Core Abilities: 1. Little Javascript coding proficiency to fully utilize this plugin Terms Of Use You shall keep this plugin's Plugin Info part's contents intact You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases None of the above applies to DoubleX or his/her aliases Changelog Download Link DoubleX RMMV Popularized ATB Clock DoubleX RMMV Popularized ATB Clock v101a.js
  20. SunshineVitamin

    How to make team name?

    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.
  21. ProfCreepyPasta

    White Noise Generator Plugin Request

    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!
  22. 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
  23. 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...
  24. 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
  25. This plugin replicate the Materia system from the game Final Fantasy VII. You can attch ‘materias’ on the actor equipment to gain skills, parameter boost and varied special effects. Besides the original features, there are some new features such as the possibility to attach materias directly to the actor and add more than two linked slots at once. Download: Victor Engine - Materia System Credits: Author: Victor Sant Terms of Use
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