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Found 8 results

  1. Purpose Lets you run some codes set by your notetags on some important state timings Introduction * 1. This plugin lets you use notetags to set what happens when a state's * added/removed/expired/turn's updated/turn's reset on the battler * involved * 2. You're expected to write JavaScript codes directly, as there are so * much possibilities that most of them are just impossible to be * covered by this plugin itself, so this plugin just lets you write * JavaScript codes that are executed on some important timings Video Games using this plugin None so far Parameters Notetags Script Calls Plugin Commands Prerequisites Plugins: 1. DoubleX RMMZ Enhanced Codebase Abilities: 1. Some RMMV plugin development proficiency (Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced) Terms Of Use Instructions Contributors Changelog Download Link Demo Link
  2. Purpose Lets you run some codes set by your notetags on some important state timings Introduction * 1. This plugin lets you use notetags to set what happens when an * action's just executed, and different cases like miss, evade, counter * attack, magic reflection, critical hit, normal execution, substitute, * right before starting to execute actions, and right after finished * executing the actions, can have different notetags * 2. You're expected to write JavaScript codes directly, as there are so * much possibilities that most of them are just impossible to be * covered by this plugin itself, so this plugin just lets you write * JavaScript codes that are executed on some important timings Video Games using this plugin None so far Parameters Notetags Script Calls Plugin Commands Prerequisites Plugins: 1. DoubleX RMMZ Enhanced Codebase Abilities: 1. Some RMMV plugin development proficiency (Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced) Terms Of Use Instructions Contributors Changelog Download Link Demo Link
  3. malonkey1

    Triggered Skills

    So, I've been searching around and couldn't find it: I would like a plugin that allows you to define conditions under which a specific skill will be used automatically (either unique to a given Actor or Class, or as part of the Skill), and when the conditions are met, the skill fires instantly (if the actor knows the skill). I tried getting the effect I wanted with Yanfly's Passive states, but I'm limited to passive effects there, so I can't do something like a "retaliation attack" or a triggered heal or the like. If somebody were to make this, or if it already exists and floated past my notice, I'd very much appreciate it.
  4. I'm trying to activate an event after a certain number of steps have been traveled by the player (he steps on a bug and that ruins his conscience). This is obviously very simple - just create a parallel process event, set a variable called "steps" equal to the game data "Steps" followed by a conditional branch which activates when that variable reaches the desired quota. However, the game data "Steps" seems to include every step made by the sprite in every map through the course of the game. I just want the variable to include only the steps the player has traveled on the current map. How do I do this? Thanks.
  5. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Event Size And Trigger Version: 1.2 By Estriole File name: EST_Event_Size_And_Trigger.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This script can give Size to event. Event size is not passable by player. the size adding method also have lots of freedom. for example we can add 2 tiles up, 1 tiles left, 1 tiles right. There's also extra trigger feature. which add another coordinate where we can activate that event. you could also make every event size can activate the event. â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Event Size (LARGE EVENT !!!) - Extra Fix Size => fixed coordinate on map where you want to become size - Extra Dynamic Size => dynamic coordinate on map based on event xy where you want to become size - Extra Fix Trigger => fixed coordinate on map where you can activate the event. - Extra Dynamic Trigger => dynamic coordinate on map based on event xy where you can activate the event. â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› older changelog in spoiler v1.3 2015.11.10 - fix compatibility patch for Galenmereth MouseSystem Ex. which will crash if that script not installed. - fix dependency to Yanfly Core. (i create the plugins with Yanfly Core active. and didn't realize it fix MV bugs) now it should be ok without yanfly core. (i advise still using his core though it have many other bugfixes) â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Download Demo Download (All Build and Decor series share the same demo) â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Give Event Size: 2) beside above method you can Add Extra Size in case you have different shape of event graphic beside rectangular... there's two method. first is FIXED coordinate. second is DYNAMIC coordinate; 3) we can make every event SIZE can also trigger the event... give comment tag <size_trigger> 4) number 3 not enough... ??? you can also add Extra Fix Trigger and Extra Dynamic Trigger Both Dynamic size and Dynamic Trigger coordinate will updated WHEN THE EVENT change places (moving, jump, etc) while fix size and trigger will remain static in that coordinate. â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› None â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› None â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This is part of the EST - DECOR AND BUILD SERIES. EST - SAVE MAP EVENTS EST - CLONE TRANSFORM DELETE EVENT EST - EVENT GRAPHIC SHIFT EST - EVENT SIZE AND TRIGGER EST - BUILD AND DECOR EX EST - REGIONMAPLOADER
  6. I've been trying to make a cutscene, which starts as soon as the player enters the map, and I made it work by having it start by setting the event to autorun which would change the bgm and make the player character move etc. And this had worked in the past until I created a new save file and then it just stopped working? The bgm would not change, but the player character would just be stuck and I could not move them. What happened when I made a new save file compared to the other one? Just to add, there are other events on the map, three of which do not do anything until certain switches are activated and one that just moves in a repeated pattern and dissapears until a switch is activated, I don't know if this might help at all?
  7. merdouille

    Opening doors

    Hey guys! I just realized some of the doors in my games were triggered via player touch, while some others were triggered by action button. I guess that means I don't quite know which is best What do you guys think? Should touching the door be enough to open it, or would you rather have to press the action button? Thanks!
  8. So in my game I made this statue that you can pray at to gain experience. While attempting this is brung up an issue ive been having for a while. Whenever I make an Event and make it activate by "Action Button", if the graphic is of a character its fine. But if I use anything else like a statue. I cant do the action button unless I make it passable, which I dont want to do. Is there anyway to fix it to where you dont have to be ontop of the event to do the action button if its not a character graphic?
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