And yep, just tested your plugin. Works as expected when using a variable in the value spot, thank you very much :)
DairyFreeLemon
Creator of
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This works perfectly! Thank you!
I'll go ahead and buy this full plugin since that's exactly what I need~
I did figure out a simple way to code it which I'll put below in case anyone ends up just needing this specific thing, easier than I thought. I prefer your way better :)
Game_BattlerBase.prototype.maxtp = 100;
Game_BattlerBase.prototype.maxTp = function(){
return this.maxtp;
}
and from there just change maxtp with script as needed, no need to make any other changes to maxTp function.
Heyyyyy question.
Is there a command in this to up max TP? Noticing in base RPG MZ code it's hard set to a function to return 100 :( like why rpg mz devs
If there's a way to manually increase max TP over time with commands or script commands, or something better than the visustella plugin I will definitely get this.
Went ahead and got the stone tier (since you have other plugins I like) so I could look directly, looks like something I might have to code myself. In my own plugin.
I am willing to buy the full version but I want to ask if the desktop version is going to have these issues the desktop was having.
- Events happening even when you aren't in their room. Like the foxboy just walking into Servros' room or Servros walking into Alek's room, or getting hallway scenes of fox boy when I'm in a room. Shouldn't the events happen if you go into the room to interact with them?
- Sometimes stuff skips ahead and I don't think it's my scroll wheel doing it? Not quite sure what's happening.
If I buy the full version, how much content is there past Alek? Loving it but I need to know if I can go ahead and redo my progress to see Alek rail me or if I should wait for an update after paying.
Thanks!
So say I don't want the player to use the generator after you've initialized your character. And say they unlock "Shirt A", am I able to assign shirt A to their character via a command, or is all changing done exclusively via the generator menu?
Other thing is, do you need to use a straight up premade image for actors or is there a way to have their set parts preset in their note tag? I assume this one is a no but wanting to check.
For both of these I looked over the videos, the help file, and the store page, and didn't see it mentioned.
I get paid next(this) week and I'm debating getting this for something I'm working on.
Will you ever consider having a ready to go package with your tilesets for Godot? Found a cool plugin from github that simplifies turning your tilesets into Godot's format, though it does take some time. (Worth noting the water animations are fully functional!)
It has an auto importer for A1-5 tiles, though for B-F I think you have to manually create the tiles, which is my only complaint for their plugin.
Would I be able to email you what I mean as an example of Godot ready assets? From my testing you can drag and drop them into any godot project with this setup and it'll work out of the box(bless the plugin creator, I could not figure out how to get the tiling setup otherwise)
Using the floor tiles from the ship, I made the base floor, and then I copied the tile and edited its color and made that the ship exterior. Then I believe I took the window and railing from the village tilest. I don't see a way to make the sails work, but I think I can add magic sigils in the back to imply the ship is exerting a water current to propel it forward.
If I ever finish/get far in this game, I look forward to adding a 3d ocean around the ship and seeing how it looks, along with it having rain too.
A simple wooden boat that isn't from any modern era. The ones I've seen with rpg maker are good but sadly specific to RPG Maker.
It's also occurring to me having a boat in this small compact size and shape is definitely not suited to the era I'm going for lmfao, so I might have to insert some of your wizard rune stuff and try out water effects with unity's particle system to make it make more sense via magic for the boat I'm working on.
By the way, does your itchio page have a forum or anything? I know some itchio creators have one on their profile somehow, and I think it'd be a good thing to have since it'd be better for me to use that instead of me putting every single 3d dungeon test under the product itself, but I can't find one on your itchio.
If you wanna look into other 3d tileset tools, this page lists a few and offers its own tool specifically for Unity. https://forum.unity.com/threads/free-3d-tilemap-system-for-3d-pixel-art-games.71...
It lists Sprytile and Crocotile3d, the latter I haven't tried yet.
I uh tried replying to the old post but it got yeeted I guess.
Trying out your tiles in Sprytile now in blender, and I'm loving my tests so far! There's no dedicated light testing yet, but lordy am I liking it so far. I love that your tilesets can be used in any engine, bc it's so much better for my budget to use Unity, and also allows me more creative freedom with the coding.
P.S. please make a boat tileset at some point.
Did a bit of reading on the plugin formatting, and the reason the help info doesn't come up on the MZ plugin is some of the initial stuff is simply out of order.
Putting it in this order fixes it
* @target MZ
* @plugindesc v1.3.8 A techtree plugin.
* @author Felski
* @help
The plugin commands obv won't work, but there is essential info in the help for how to setup the plugin. (I tried figuring out how to fix up the plugin commands, but I don't know enough about the plugin to mess around with that at the moment.)
Just played around with that myself. Changing the resolution to 1280x720 for main window and UI fixes this for me.
Edit: Yes, I did make sure to use the main menu plugin you were using.
Edit Edit: Just tested it with the UI resolution by default, and I am 99% certain you have the UI resolution not equal to your Screen resolution, since the same exact thing you have in your screenshot is what happens when I keep the UI resolution smaller than the screen.
It has a steep learning curve, but it's super worth it and thankfully they have a discord that I'm in if you need any help figuring it out. (I'm DecayingDev)
It does cost a pretty penny, but you can use the demo version of MV3D for the MV engine if you want to give it a try before buying it in MV or MZ.
Oh my GOD so I did find the passage you mentioned when I last played. But I only just now saw that there are stairs in that room... I somehow walked ***around them*** every time I got into that room.
I noticed when reloading my game that the pots give me items again when I break them. Is that intentional, are you meant to be able to farm pot breaking?
Liking this so far! It's giving me a lot of ideas for my own stuff.
Only problem I've had is the first building you start using field skills in, I can't find a way past. I assume you're meant to get through that building due to the person on the other side? I managed to burn the one obstacle, but it seems like it's a dead end after. (I even back tracked and can't find a way to progress)
Only other 2 things to note is that you can abuse the auto pathing using clicking to skip through the forest rather than mash directions to find it(which may or may not be intentionally left), and you may or may not want to fix this tile xD.
I was really enjoying it, even if I'm at a road block now. There's a lot of cool ideas here, and none of them clash with each other which is good.