Is there a way to change the formula or something about the target behavior of the enemies? I would like to have the enemy target both the players and the other enemies. Possibly by tagging the enemy with <target: all>. Any enemies tagged with that should be able to target both, while non tagged will just attack the players.
JavaScript questions that don't deserve their own thread
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How do I use yanfly's main menu manager to call another plugin such as Szyu's Crafting System?
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Is there a way to change the formula or something about the target behavior of the enemies? I would like to have the enemy target both the players and the other enemies. Possibly by tagging the enemy with <target: all>. Any enemies tagged with that should be able to target both, while non tagged will just attack the players.
Yanfly's target manager will let you mess with both player and enemy targeting. That should help your needs. Here is a link
http://yanfly.moe/2016/02/26/yep-74-target-core/
How do I use yanfly's main menu manager to call another plugin such as Szyu's Crafting System?
Name:
Symbol:
Show:
Enabled:
Ext:
Main Bind:
Actor Bind:
You need that information and put it into the MainMenuManager plugin. I'd get in contact with the person who wrote Szyu's Crafting System and ask them to help you figure out the inputs. That's the best I can say : / sorry.
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Is there a way to modify the game interpreter in anyway to allow events run inside a scene? For example, I have a common event that runs a show text message. It actually doesn't work inside the scene, rather you have to quit the scene before the event runs. Is there a way to fix this?
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Is there a way to modify the game interpreter in anyway to allow events run inside a scene? For example, I have a common event that runs a show text message. It actually doesn't work inside the scene, rather you have to quit the scene before the event runs. Is there a way to fix this?
Having the interpreter run in any scene is tricky issue. I believe Tsukihime was working on that but there was a problem with a memory leak. I would suggest adding the window_message window to the scene and displaying the message with a script rather than just events. -
Is there a single line of code that unequips all equipment from a single actor?
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How would I check which actor in which position of the party order?
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How can I move two events at the same time within a script?
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How would I check which actor in which position of the party order?
$gameParty.members().indexOf($gameActors.actor(x))
Replacing x with the actor's id
How can I move two events at the same time within a script?Code:// 4 = left // 2 = down // 8 = up // 6 = right // (look at the numpad) event1.moveStraight(4); event2.moveStraight(4); -
// 4 = left
// 2 = down
// 8 = up
// 6 = right
// (look at the numpad)
event1.moveStraight(4);
event2.moveStraight(4);
I tried this and it only moves one event?
This is my code:
Code:var alias_Game_Player_moveByInput = Game_Player.prototype.moveByInput; Game_Player.prototype.moveByInput = function() { alias_Game_Player_moveByInput.call(this); if (Tobie.GridPuzzle.selected()) { var move_event = events_to_be_moved; if(Input.isTriggered('left')) { for(var i = 0; i < move_event.length; i++) { $gameMap.event(move_event[i]).moveStraight(4); } } else if (...the rest of the directions) { ... } } -
I tried this and it only moves one event?
This is my code:
var alias_Game_Player_moveByInput = Game_Player.prototype.moveByInput;
Game_Player.prototype.moveByInput = function() {
alias_Game_Player_moveByInput.call(this);
if (Tobie.GridPuzzle.selected()) {
var move_event = events_to_be_moved;
if(Input.isTriggered('left')) {
for(var i = 0; i < move_event.length; i++) {
$gameMap.event(move_event).moveStraight(4);
}
} else if (...the rest of the directions) {
...
}
}
Did you check the length of events_to_be_moved? If it has a length of one it'll only do one event. -
Did you check the length of events_to_be_moved? If it has a length of one it'll only do one event.
I've checked the length and it is longer than 1. -
I've checked the length and it is longer than 1.
What is the array composed of? Event ids? -
What is the array composed of? Event ids?
Yes the array is composed of event ids.
This is the for loop I have in my function.
The strange thing is it only works on one event even when I try to call other events.
Code:var event_ids_array = calling_array_with_ids; for (var event_id = 0; event_id < event_ids_array.length; event_id++) { $gameMap.event(event_ids_array[event_id]).moveStraight(4); } -
Yes the array is composed of event ids.
This is the for loop I have in my function.
The strange thing is it only works on one event even when I try to call other events.
var event_ids_array = calling_array_with_ids;
for (var event_id = 0; i < event_ids_array.length; i++) {
$gameMap.event(event_ids_array[event_id]).moveStraight(4);
}
Try something like this. I've tested it and can confirm it works.
Code:var eventIds = [1, 2, 3, 4]; var direction = 4; for (var i = 0; i < eventIds.length; i++) { var id = eventIds[i]; $gameMap.events()[id].moveStraight(direction); } -
Try something like this. I've tested it and can confirm it works.
var eventIds = [1, 2, 3, 4];
var direction = 4;
for (var i = 0; i < eventIds.length; i++) {
var id = eventIds;
$gameMap.events()[id].moveStraight(direction);
}
This is very strange.
Now none of the events are moving.
Code:var alias_Game_Player_moveByInput = Game_Player.prototype.moveByInput; Game_Player.prototype.moveByInput = function() { alias_Game_Player_moveByInput.call(this); if (Tobie.GridPuzzle.selected()) { //if you want to move events var eventIds = [1, 2]; if(Input.isTriggered('left')) { var direction = 4; for (var i = 0; i < eventIds.length; i++) { var id = eventIds[i]; $gameMap.events()[id].moveStraight(direction); } } else if(Input.isTriggered('right')) { ... } } } -
This is very strange.
Now none of the events are moving.
var alias_Game_Player_moveByInput = Game_Player.prototype.moveByInput;
Game_Player.prototype.moveByInput = function() {
alias_Game_Player_moveByInput.call(this);
if (Tobie.GridPuzzle.selected()) { //if you want to move events
var eventIds = [1, 2];
if(Input.isTriggered('left')) {
var direction = 4;
for (var i = 0; i < eventIds.length; i++) {
var id = eventIds;
$gameMap.events()[id].moveStraight(direction);
}
} else if(Input.isTriggered('right')) {
...
}
}
}
I GOT IT!
The event's priority in RPG Maker was set to below character.
After changing it to same as character the events moved at the same time!
Thank you DreamX for your help! -
I GOT IT!
It seems the image I was using for the event made it so that the events were not able to move.
Once I had changed them to other images both events were able to move at the same time.
Thank you DreamX for your help!
On another note is there a way I can tell if an image used for an event is unmoveable?
No problem.
if you want to check if an event can move you use event.canMove()
Edit: Correction -
Is there a single line of code that unequips all equipment from a single actor?
You can unequip an actor with the clearEquipments() function like this:
$gameActors.actor(ID).clearEquipments(); -
I am trying add an event to the map using the 'F8' console
var e = {"id":2,"name":"EV002","note":"","pages":[{"conditions":{"actorId":1,"actorValid":false,"itemId":1,"itemValid":false,"selfSwitchCh":"A","selfSwitchValid":false,"switch1Id":1,"switch1Valid":false,"switch2Id":1,"switch2Valid":false,"variableId":1,"variableValid":false,"variableValue":0},"directionFix":false,"image":{"tileId":0,"characterName":"Actor1","direction":2,"pattern":0,"characterIndex":0},"list":[{"code":101,"indent":0,"parameters":["Actor1",0,0,2]},{"code":401,"indent":0,"parameters":["I am the 3rd Event"]},{"code":0,"indent":0,"parameters":[]}],"moveFrequency":3,"moveRoute":{"list":[{"code":0,"parameters":[]}],"repeat":true,"skippable":false,"wait":false},"moveSpeed":3,"moveType":0,"priorityType":1,"stepAnime":true,"through":false,"trigger":0,"walkAnime":false}],"x":5,"y":5};
var l = $dataMap.events.length;
$dataMap.events[l] = e;
$gameMap._events[l] = new Game_Event($gameMap._mapId, l);
it should add an event at pos(5,5). However, the event can be triggered but the character is not shown. Could you point me out where the issue is? Thanks.