where to see output errors from rpgmaker mv from plugins or scripting?
JavaScript questions that don't deserve their own thread
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@rokimoki
You can the errors in the console. Press F8 to open the console, while in game. -
wow, exceptional, thanks@rokimoki
You can the errors in the console. Press F8 to open the console, while in game. -
Hello guys,
I have a question, maybe simple or not...
Can we emulate a key (like 'x' or 'escape' in a command ?)
For exemple, (in the scene menu), add a window (command window) with the text 'Cancel'.
When i click on my command, that simulate 'x' for exemple.
I dont want use popScene.bind because that quit the actual scene.
For another exemple, i want to create a similar window in item or skill scene, and if i use popScene.bind, and i am in category or item window (in skill or item scene), and click in my custom window (with popScene.bind), that quit the actual scene, for come back in scene menu...
I search to make a command for call the 'x' or 'escape' (or right click mouse ?).
I'm sorry for my bad english and hope you understand my question...
Tks ! -
When using a plugin like Yanfly's Target Core that lets you have skills that can target both enemies and allies, is there a way to check whether the target is an ally or an enemy of the user?
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@D.L. Yomegami
Inside the damage formula you can use b.isActor() ? a.atk * 10 : a.atk * 20. This would deal more damage if the target is an enemy.
http://www.rpgmakercentral.com/topic/36290-damage-formulas-101-mv-edition/ -
I should probably elaborate a little.
I'm trying to make a non-damaging skill that affects everyone. When the target is on the opposite team to the user, it removes buffs and positive states; when the target is an ally of the user (or the user itself), it removes debuffs and negative states. Trying to differentiate between foes and allies is the main sticking point I'm having with it.
Given that the skill is exclusively an enemy skill I suppose I could get away with checking if the target is an actor or not, but for ease of testing (and also for future skills that might be available to both the player and enemies) I'd like to know if there's another way of going about it. -
Hey guys I was hoping somebody could help me out with a problem.
In SRDudes Character Creator Plugin there is a Javascript function: $gameSwitches.value(1) == true
My question is how would I write this functions so 2 switches must be on for the function to be true?
Tried various variations of this $gameSwitches.value(1,2) == true but couldn't get it to work.
sorry if that is a very obvious question but I am not familiar with JS. -
@Klammsi You would link the two conditions with the "and" operator (&&) - like this:
$gameSwitches.value(1) == true && $gameSwitches.value(2) == true
Also, you could omit the "== true" part and just write
$gameSwitches.value(1) && $gameSwitches.value(2)
It gives the same result. -
@LadyBaskerville thank you such much for your help!!
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I wonder why yanfly's "Selection Control plugin: <Disperse Damage>" doesn't disperse the damage/heal when yanfly's very own "Damage Core plugin" is on?
Anyone have any idea or solution to this? -
Is there a way to force a battle to end? Just straight up quit the battle processing entirely?
Delete this. -
I know I made a thread on this, but I'll post here.
I'm using Yanfly's Extra Param Formula.
Link: http://yanfly.moe/2016/02/12/yep-69-extra-parameter-formula/
For this Hit Rate formula I was given, it factors in both the user's ATK and MAT, but it just uses which one is higher.
Code:(base + plus) * rate + flat + ((Math.max(user.atk, user.mat) + user.agi) / 1000)
However, this isn't what I'm looking for. What I'm actually seeking is a Hit Rate formula that determines if the actor is using a physical type or magic type skill.
Like for example:
-If Actor 1 uses a magic skill, use the MAT with AGI.
-Otherwise if Actor 1 uses a physical skill, have it use ATK with AGI.
Plus I'm using the MV WeaponSkill plugin that links a weapon to a skill where it doesn't do the standard attack skill.
Can an "if" conditional be manageable with the Hit Rate formula? If so, I need an exact formula code provided. -
Hello everyone! I am currently using MV with a lot of Yanfly's plugins. I have been trying to solve my issues on my own by searching for the answers, but I am coming up empty.
Plugins in use (all Yanfly):
Core Engine
Party System
Row Formation
Battle Engine Core
Action Pack 1-3
Target Core
Selection Control
Taunt
Equip Core
Weapon Unleash
Item Core
Item Upgrade Slots
Here is what I have so far that is working:
- I have some classes that can only use 1H weapon and shield, or a 2H weapon (which seals the shield slot) - working fine
- One class (Blademaster) that can dual wield 1H weapons - working fine
- One class (Berserker) that can dual wield 2H weapons - working fine
- One class (Ranger) that can use 1H weapon and shield, or a 2H weapon, or a ranged weapon (bows seal the shield slot) - working fine
- One dual wield class (Outlaw) that can use either two 1H melee weapons, two 1H ranged weapons (pistols), or melee and ranged - working fine
- The standard Attack skill moves the user to the target if using melee, or stays put if using ranged - working fine
- In addition, if the Outlaw wields pistol/melee, they shoot first then move and melee; melee/pistol they move and melee, then stay and shoot - working fine
- I have 3 rows: Row 1 increases DEF and M.DEF, has physical taunt; Row 2 increases Attack; Row 3 increases M.Attack and seals standard Attack Skill (Skill 1) - working fine
- Row 1 has to be killed off before Rows 2 and 3 can be targeted by melee; all rows can be targeted by Magic - working fine
- standard Attack skill can be used from either Row 1 or 2 - working fine
Here are the issues that I am having:
- The Ranger should be able to be in Row 3 and use the standard Attack skill when equipped with a Bow
- The Outlaw should be able to equip just 1 Pistol and be able to use Attack from Row 3
- The Outlaw should be able to equip just 1 Pistol and be able to hit Enemies in Rows 2 & 3 while enemies are still alive in Row 1
- The Berserker has a melee skill called "Cleave" that should hit all enemies in the front-most row. The issue is that their movement animation is the casting animation, and they move around to each target within the row. The intent is that they should go to only the center enemy of the row, swing both weapons, and hit every enemy within that one row at once.
Any assistance with this is most appreciated, and thank you for your time! -
Anybody good with JavaScript feel like taking a stab at adding Windows UWP support to RMMV? It works mostly, but you can't currently run any plugins. See this thread for more details if you want. https://forums.rpgmakerweb.com/inde...-windows-store-via-visual-studio-issue.80400/
I realize it isn't officially supported but I wanted to see if the community here could band together and come up with something as a solution. If not I'll consider using one of those paid services where you contract a programmer for an hourly rate. I'm just hesitant since they would likely not be too familiar with the RMMV engine. -
hey guys, looking for a quick answer!
will there be ANY difference when choosing when one of the following syntax over the other to complete the objective?
Code:switch (variable) { case one: break; case two: break; case three: break; }Code:if (variable === one) { return; }; if (variable === two) { return; }; if (variable === three) { return; }; -
@dbchest Not really, no. I prefer using 'switch' so it looks nicer, but other than that ... not really. You can specify a 'default' using 'switch', though.
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technically, you can declare a default using the 'if' statements as well though, right?
Code:Class.prototype.method = function() { if (variable === one) { return; } if (variable === two) { return; } if (variable === three) { return; } return default; }; -
Yeap. I just prefer using 'switch' over multiple if statements is all.
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perfect. thanks for helping out!