hi i was wondering what the push.scene for Visutella's Quest system was im trying to make an event that involves the script pulling it up
JavaScript questions that don't deserve their own thread
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Hello.
I'm trying to get the correct script to evaluate the TP gain of an item from the Database. Any help on that? Did not see it in the master script list.
Cheers. -
Where are you trying to access it? The short answer is it's the member variableI'm trying to get the correct script to evaluate the TP gain of an item from the Database. Any help on that? Did not see it in the master script list.
tpgain- how exactly you access that will depend on where you're doing it and what code objects you're using.
One example would be$dataItems[13].tpgain -
@ATT_Turan Thanks that's what I needed. I'm using it in a basic conditional branch to get the value directly from the item database.
Edit : @ATT_Turan I think I get what you said now, I can't access it in a script to set a variable to the value of an item TP Gain.
I'm using the script in a common event, called from an event in parallel.
This does not work :
Code:But this does :$gameVariables.setValue(1185, $dataItems[$gameVariables.value(1043)].tpgain);
Code:$gameVariables.setValue(1042, $dataItems[$gameVariables.value(1043)].name);
Any help?
Edit 2 : Found the problem, lack of capitalization. It'stp.Gainand nottp.gain -
Is this the best way to add code to existing methods? I am worried this would be intolerant of other plugins.
JavaScript:Graphics.FPSCounter.prototype._createElements2 = Graphics.FPSCounter.prototype._createElements; Graphics.FPSCounter.prototype._createElements = function() { this._createElements2(); Jams_Debugger.Manager._boxDiv = this._boxDiv; }; -
How to code this in javascript?
Update: Nevermind. Found it. -
Ignore this
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So ive been looking but maybe im just too impatient to find it.
I am just in need of the script call for when an item is used.
I am using it in a conditional branch that is based on if the item was used... -
I can't fathom what you're trying to do based on your post, but the function to use an item is...useItem().So ive been looking but maybe im just too impatient to find it.
I am just in need of the script call for when an item is used.
I am using it in a conditional branch that is based on if the item was used...
Game_Battler.prototype.useItemin rpg_objects -
Hello all,
I am currently working on my battle HUD and I would like to add a window with the parameters of the active battler
Do you know what plugin can I use ?
I am on RPG MV. -
This would really be better as a new thread in Plugin Requests, as it doesn't ask anything about using JavaScript :wink:I am currently working on my battle HUD and I would like to add a window with the parameters of the active battler
Do you know what plugin can I use ?
But there are a number of plugins and tools for helping you to make HUDs and windows. SRD's HUD Maker and Luna Engine come to mind. -
I thank you for your reply, and that helped thanks! It may not have made sense to you, but it was what i needed ;)I can't fathom what you're trying to do based on your post, but the function to use an item is...useItem().
Game_Battler.prototype.useItemin rpg_objects
So that brings me to the other thing i am trying to find
in implementing subjugate from Yanfly tips and tricks and having issues figuring out where the debuffs are getting the icons assigned from
basicly where is it in the system telling which icons to use....
// Add DEF buff to user
user.addBuff(3, turns);
// Add MDF buff to user
user.addBuff(5, turns);
i would just like to change the icon IDs assigned to them since i have a full custom icon sheet already made... and this was a spur of the moment addin.... but not sure where to look to do so any help is appreciated!! -
Changing Buff and Debuff Iconswhere is it in the system telling which icons to use....
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THANK YOU! I dont know how i missed it! I must not have been using the right keywords i guess... im usually really good at searching >.<
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Quick question: Is there any reason I should use one of these over the other?
(a.equips()[1] ? 2 : 3) vs (!a.equips()[1] ? 3 : 2)
I'm basically trying to check whether the 2nd weapon slot is empty or not. -
if you can make a syntax without !, it will perform better since ! is an operator, so it does the same thing as the first, but it has extra work changing the boolean value of a.equips()[1].Quick question: Is there any reason I should use one of these over the other?
(a.equips()[1] ? 2 : 3) vs (!a.equips()[1] ? 3 : 2)
I'm basically trying to check whether the 2nd weapon slot is empty or not.
Its not like something that will visibly effect your game, but for good practices try always to code as the first one :ysrs: -
If I want to include the percentage of CNT in a damage formula, do I have to do like this?
100*a.cnt -
I'm not sure that's a JavaScript question so much as basic math, but yes :stickytongue: You express a decimal as a percentage by multiplying by 100.If I want to include the percentage of CNT in a damage formula, do I have to do like this?
100*a.cnt
I think the JavaScript portion of the question is...why would you want to do that in a damage formula? If you're using it to express a percentage of something, you'd do that by using the decimal, which the parameter is already formatted for. -
Any script that clears the current balloon from the player?
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This should work:Any script that clears the current balloon from the player?
JavaScript:for (const sprite of SceneManager._scene._spriteset._balloonSprites) { if (sprite._target._character == $gamePlayer) { SceneManager._scene._spriteset.removeBalloon(sprite); } }