JavaScript questions that don't deserve their own thread

● ARCHIVED · READ-ONLY
Started by Shaz 3413 posts Page 149 of 171 View original ↗
  1. Ok - I found it.
    THANK YOU

    But I have another Question to the RPG-MV-JS-FILES:

    Where is the function located, that changes the NormalCharacterSprite to the DamagedCharacterSprite. ?

    The goal is to us this when the Player dies on the map.
    At the begin of the game the user choose the Actor self.
    So the workaround by just change the ActorImage wont work.

    The original function (I couldn't found it) goes by the filewname
    Actor1.png -> Damage1.png

    --------------------------------------------------------------------

    In generell it would be nice to know where I can post those Question ?
  2. Nafraju said:
    Where is the function located, that changes the NormalCharacterSprite to the DamagedCharacterSprite. ?
    Sprite_Actor.prototype.refreshMotion(), lines 864 and 865 of rpg_sprites.

    Nafraju said:
    The original function (I couldn't found it) goes by the filewname
    Actor1.png -> Damage1.png
    No, it doesn't. I'm not sure what you're thinking of, but when an actor is low on health in battle and changes to the dying motion, that's in the same image file.

    Nafraju said:
    In generell it would be nice to know where I can post those Question ?
    If it's short enough that it doesn't deserve its own thread, then this thread entitled "JavaScript Questions That Don't Deserve Their Own Thread" is appropriate.

    If it becomes a longer question with a few replies, then you should make a new thread in JavaScript/Plugin Support, or in Learning JavaScript.

    If you click on Forums at the top of the page, every section in the list has a description.
  3. ATT_Turan said:
    Sprite_Actor.prototype.refreshMotion(), lines 864 and 865 of rpg_sprites.


    No, it doesn't. I'm not sure what you're thinking of, but when an actor is low on health in battle and changes to the dying motion, that's in the same image file.


    If it's short enough that it doesn't deserve its own thread, then this thread entitled "JavaScript Questions That Don't Deserve Their Own Thread" is appropriate.

    If it becomes a longer question with a few replies, then you should make a new thread in JavaScript/Plugin Support, or in Learning JavaScript.

    If you click on Forums at the top of the page, every section in the list has a description.


    Thanks I will check it out ...
  4. hello! this seems like the most accurate sort of thread for this question i have ,
    while using yanfly grid free doodads i desire to change the line that is responsible for the default selected layer inside the plugin file from "same as" to 1 layer lower ,i'd rather not stack one more plugin that has that sort of parameter within the plugin window within the plugin manager since it would feel too redundant ^^'
  5. Well I usually have at least 1 extra plugin file that fixed things, you don't have to use one plugin for each fix, just put everything together.
  6. Whoopsie_Woggzy said:
    hello! this seems like the most accurate sort of thread for this question i have ,
    while using yanfly grid free doodads i desire to change the line that is responsible for the default selected layer inside the plugin file from "same as" to 1 layer lower ,i'd rather not stack one more plugin that has that sort of parameter within the plugin window within the plugin manager since it would feel too redundant ^^'
    Hi,
    I nearly all-ways edit the plugins I am using - or write my own.
    You didn't mentioned if you are on MV or MZ.
    - YEP plugins for MZ are most encrypted
    - YEP plugins for MV not
    so I could not do a analyse for you.

    yanfly grid free doodads
    selected layer inside the plugin file from "same as" to 1 layer lower

    When you still need an answer
    then send me this plugin as private message
    and I will look into it.

    Have a nice time ❣️

    utunnels said:
    Well I usually have at least 1 extra plugin file that fixed things, you don't have to use one plugin for each fix, just put everything together.

    Hi,
    that is a very good advice.
    I will focus on this in my future projects.

    Thank you very much ❣️

    Nafraju said:
    Thanks I will check it out ...
    1722423795300.png

    I finally choose this solution.
    Here I only need to pay attention to set the filenames right,
    and rearrange the Damage-Spritesheets from 1x3 to 4x3

    1722424140133.png

    1722424210865.png

    just as INFO
  7. Hello! Not sure if this is a javascript question, but here it goes.

    There's a single heroine in my game and she can learn a skill that increases EXP, but the battle message only displays the base EXP.

    So, is there a way to make the EXP message display the bonus too?

    Thanks in advance!
  8. TheNewSon said:
    a skill that increases EXP
    what exactly do you mean by that? how does it increase exp? does it it add a flat amount of exp to the actor on use? it increase exp she gains via a trait? apply a modifier to the troop rewards? add flat exp bonus to the troop rewards?

    TheNewSon said:
    but the battle message only displays the base EXP.
    What "battle message"? the battle aftermath window? or did you get the battle log to display the exp gained?

    TheNewSon said:
    is there a way to make the EXP message display the bonus too?
    how you'd go about it depends on the answer to both of the previous questions
  9. TheNewSon said:
    Hello! Not sure if this is a javascript question, but here it goes.

    There's a single heroine in my game and she can learn a skill that increases EXP, but the battle message only displays the base EXP.

    So, is there a way to make the EXP message display the bonus too?

    Thanks in advance!

    Hi,

    You can set the bonus in a Variable (Example #0010)
    and
    1722601681288.png

    you can place the Variable in you Messages like that.

    .
  10. @Robro33 it's a passive skill that increases EXP through a database state/trait (Sp-Parameter: Experience * 150%). And the message is the one from the database, as in Nafraju's screenshot (Terms: Obtain EXP).

    @Nafraju that's a good workaround, but the problem is that it will always display that variable, when I only want the final EXP amount to be displayed (like, if an enemy gives 100 EXP but the player has learned the EXP skill, it will show 150 EXP instead) -- I forgot to mention that detail.

    Like, I understand that the message should display only the base EXP amount by default, since there can be more than one actor in the party. But there's only one playable actor in my game, so I want that message to display exactly how much EXP she actually earned from enemies.

    By the way, I should probably add that that actor can change her class multiple times, and only one of these classes can learn the skill that increases EXP (it only works when she's using that class), hence why I don't want to show a variable, as it would always appear. I just want to show the final EXP amount, if possible.

    Thanks for helping me with me this, guys!
  11. @TheNewSon - the engine usually shows the base EXP value, but it sounds like you want to show 1 value per actor, so you can adjust the displayed value based on each actor's rate.

    To do so, you will need a plugin. You could try searching for a suitable "aftermath" plugin, and/or start a thread in Plugin Requests~


    @Nafraju - that'll work, but note that you're referencing variable ID 8 in that screenshot, because:
    • The core engine (RMMV/Z) does not parse the ID with a specific radix; and
    • JS auto-parses the integer 0010 as octal (base 8) because it starts with zero.
  12. TheNewSon said:
    @Robro33 it's a passive skill that increases EXP through a database state/trait (Sp-Parameter: Experience * 150%). And the message is the one from the database, as in Nafraju's screenshot (Terms: Obtain EXP).

    @Nafraju that's a good workaround, but the problem is that it will always display that variable, when I only want the final EXP amount to be displayed (like, if an enemy gives 100 EXP but the player has learned the EXP skill, it will show 150 EXP instead) -- I forgot to mention that detail.

    Like, I understand that the message should display only the base EXP amount by default, since there can be more than one actor in the party. But there's only one playable actor in my game, so I want that message to display exactly how much EXP she actually earned from enemies.

    By the way, I should probably add that that actor can change her class multiple times, and only one of these classes can learn the skill that increases EXP (it only works when she's using that class), hence why I don't want to show a variable, as it would always appear. I just want to show the final EXP amount, if possible.

    Thanks for helping me with me this, guys!

    1722604299248.png

    With that it shows nothing.
    Sure you need to implement the feeding-logic of this Variable.
    - in Commonevents (CEvents)
    - "Troops" >> "Battle Events"

    #NOTE
    If your Prompting should be a number and a unit - example: "50 Bonus"
    then you can uses 2 Variables, one for the number and one for the text.
    Code:
    #0010 = 50
    #0011 = " Bonus"
    Code:
    \V[0010]\V[0011]
    in the message

    .

    caethyril said:
    that'll work, but note that you're referencing variable ID 8 in that screenshot, because:
    • The core engine (RMMV/Z) does not parse the ID with a specific radix; and
    • JS auto-parses the integer 0010 as octal (base 8) because it starts with zero.

    Hi,

    If you mean that I wrote \V[0010] insteadof \V[10]
    that is because until now it all-ways worked fine (for MV and MZ)
    and it is visual better to get that I mean a Gamevariable.
  13. Nafraju said:
    You didn't mentioned if you are on MV or MZ.
    - YEP plugins for MZ are most encrypted
    - YEP plugins for MV not
    Just to note - the poster does not need to specify, there are no YEP plugins for MZ. Yanfly Engine Plugins are only for MV, the similar plugins for MZ are written and published by the VisuStella team.
  14. I'm looking for a list of influential names, plugin creators or any resources related to RPG Maker, is there any of this anywhere on the forum?
  15. Eternidade_1 said:
    I'm looking for a list of influential names, plugin creators or any resources related to RPG Maker, is there any of this anywhere on the forum?
    This question is not a JavaScript question, per the title of the thread - it would make much more sense as a new thread.

    Aside from that...kind of? If you simply go to the resources sections of the forum, there are pinned threads compiling assets by people. There are also huge threads with dozens of pages by artists like Avery, hiddenone, whtdragon, and others with tons of resources they've made.

    The resources section literally is a list of resources for RPG Maker.

    As far as plugin creators, I don't really see the point of a list of them. A creator means nothing, you want a plugin that does the thing you want the plugin to do. That will come up with Googling.

    And I don't even know what just "influential names" would be.
  16. ATT_Turan said:
    This question is not a JavaScript question, per the title of the thread - it would make much more sense as a new thread.

    Aside from that...kind of? If you simply go to the resources sections of the forum, there are pinned threads compiling assets by people. There are also huge threads with dozens of pages by artists like Avery, hiddenone, whtdragon, and others with tons of resources they've made.

    The resources section literally is a list of resources for RPG Maker.

    As far as plugin creators, I don't really see the point of a list of them. A creator means nothing, you want a plugin that does the thing you want the plugin to do. That will come up with Googling.

    And I don't even know what just "influential names" would be.

    Hello, how are you?
    So @ATT_Turan, in rpg maker mv there is a folder called dlc, as in the image below, I didn't think a new topic was necessary because I was almost certain that something like that already existed, a "list of influential names" is something like the dlcs, so knowing where the source comes from makes it easier to go after the artist and check out the news.
    You say "A creator means nothing, you want a plugin that does the thing you want the plugin to do." I would say you are wrong, knowing the capabilities of the plugin creator is essential to determine whether the plugin request will be fulfilled or not.

    nomes influentes.png
  17. Eternidade_1 said:
    list of influential names" is something like the dlcs, so knowing where the source comes from makes it easier to go after the artist and check out the news.
    You say "A creator means nothing, you want a plugin that does the thing you want the plugin to do." I would say you are wrong, knowing the capabilities of the plugin creator is essential to determine whether the plugin request will be fulfilled or not.
    So you will only use plugins by people with an established reputation in the RPG Maker community? Is that what you're saying? Pretty much any plugin you use will have the author's name at the top. You can look them up from there yourself.
  18. AquaEcho said:
    So you will only use plugins by people with an established reputation in the RPG Maker community? Is that what you're saying? Pretty much any plugin you use will have the author's name at the top. You can look them up from there yourself.
    That's not what I mean.
    A plugin hunter is one thing, and exposure of artists is another.
    Using or not using plugins made by members with reputation in the maker communities is at least knowledge about the game engine.
    And I would use plugins like in DLCs, the lack of support in the configurations is what prevents me from testing them in practice.
    And another thing is buying an artist to do a plugin job, how clean is their code? Does it have a methodology for compatibility with other artists? Among other aspects that a relatively comparative list can provide.
  19. A plugin author's knowledge of the engine and compatibility with other plugins have no correlation. VisuStella team knows the engine and can write plugins but they hide their code so you have no idea how clean it is and are notoriously incompatible with other plugins.

    If this is about commissioning a custom plugin, the dev's engine knowledge and reputation should only be a couple factors in your decision of who to hire and the "best" option will depend on the specific requirements of the job.
  20. Eternidade_1 said:
    You say "A creator means nothing, you want a plugin that does the thing you want the plugin to do." I would say you are wrong, knowing the capabilities of the plugin creator is essential to determine whether the plugin request will be fulfilled or not.
    That makes no sense.

    Most people who make plugins (either for free or sale) do not also accept commissions for plugins (I assume you're talking about commissions since there's no reason to request a specific person make a plugin).

    If you want something new made, you should make a thread in the plugin request section for it. You can also look through the commissions section and browse the threads of coders who offer paid work. But if you don't know JavaScript yourself, how on Earth can you evaluate the capabilities of a coder without just using the plugin?

    If you Google what you want and there are already existing plugins for it, how does it matter who wrote it?

    You can insist on being different from everyone else who uses RPG Maker if you really want to, but you're not going to accomplish anything with it.