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VCM Plugins

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A member registered Jul 29, 2020 · View creator page →

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With update 1.01, vehicles can have their speed values changed too. You can momentarily change their default speed set in the parameters using Plugin Commands.

Unfortunately, I will not include acceleration in this plugin. It would make things much more complex and I want to keep it simple.

(1 edit)

Unfortunately not. This plugin allows you to change RMMZ's default speed for values 1 to 6 and the player's default value.

Acceleration is outside the scope of this plugin.

Edit: Actually, this plugin allows you to change RMMZ's default speed for any value, but you usually can only set values from 1 to 6 for events. You can bypass that for players and vehicles in this plugin's parameters, though very high or very low speeds may cause unexpected issues.

I trust you know how to edit a plugin's code? If so, replace this plugin's code in line 1254: 

for(var j = 2; j < this.enemy()._buffs.length; j++){

 with this:

i++;for(var j = 2; j < this.enemy()._buffs.length; j++){

With version 1.03, all should work well.

I never thought about using \i[x] in the database before. Thanks for the idea!

With version 1.02 it's now possible with some workaround. Here are the steps:

  1. Set this plugin's Party Command and Actor Command parameter values to 'false'
  2. Create a new Skill
  3. Set Damage Type to 'MP Recover'
  4. Put this code in Damage Formula: 
SceneManager._scene.commandEnemyInfo(target);0

Notes:

  • If you want your identify skill to have extra effects, change Damage Type and the 0 in Damage Formula accordingly
  • Setting this plugin's Enemy Info Rows and Enemy Info Columns parameter values to 0 may be better visually
  • I tested this workaround without any other active plugins 
  • Battlers will keep acting even when showing the window. Changing that would require significant rewriting of the code. If you think this is a bad thing, there are some other plugins that may help, though I can't vouch for their compatibility. I've provided some links below


http://www.yanfly.moe/wiki/Instant_Cast_(YEP)

http://www.yanfly.moe/wiki/Battle_System_-_STB_(YEP)

https://forums.rpgmakerweb.com/index.php?threads/instant-turn-battle.58464/

https://forums.rpgmakerweb.com/index.php?threads/libra-tattle-skill.110483/

With Version 1.01, changing parameters mid-game is now possible. However, you weren't very clear about what you want to achieve.


If you want to turn off/on Automatic Placing in Map, use this code in a Script Call:

Off:

$gameSystem._skillBarSystem['Automatic Placing (Map)'] = false;

On:

$gameSystem._skillBarSystem['Automatic Placing (Map)'] = true;


If you want to hide/show the Map Skill Bar in Map, use this code in a Script Call:

Hide:

$gameSystem._skillBarSystem['Show Skill Bar (Map)'] = false;

Show:

$gameSystem._skillBarSystem['Show Skill Bar (Map)'] = true;


If your problem has been solved, please inform me.

I suppose you're talking about the Map Skill Bar. If the parameter Automatic Placing (Map) is set to Yes(true), whenever someone in your party learns a new skill during an event, it will be automatically added to the respective learner's Map Skill Bar.

Also, note that Skills won't be automatically added in Map Skill Bar if any of the following conditions are met:

  • Repeat Skills (Map) is set to No(false) and that Skill is already in Map Skill Bar.
  • Disabled Skills (Map) is set to No(false) and that Skill's 'Occasion' is 'Battle Screen' or 'Never'.
  • There isn't a Placeholder Skill in Map Skill Bar.


If you want to add a new Skill without actually learning it, try one of the following Script Calls:

To put Skill in specific position in Map Skill Bar:

$gameActors.actor(id)._mapBarSkills[index] = $dataSkills[skillId];

To put Skill in place of the first Placeholder Skill in Map Skill Bar:

for(var i = 0; i < $gameActors.actor(id)._mapBarSkills.length; i++){
if($gameActors.actor(id)._mapBarSkills[index] === VCM.SkillBar['Placeholder Skill']){
$gameActors.actor(id)._mapBarSkills.splice(i, 1, $dataSkills[skillId]);
break;
}
}

Replace id with id of the Actor whose Map Skill Bar you want to add to. First id is 1, second is 2, and so on.

Replace index with the Map Skill Bar position you want to put the Skill. First position is 0, second is 1, and so on.

Replace skillId with id of the Skill you want to add to Map Skill Bar. First id is 1, second is 2, and so on.

Those script calls will fail if you replace id, index or skillId with non-existent values.

Examples:

$gameActors.actor(1)._mapBarSkills[0] = $dataSkills[32];

This script call will replace the first position of the Map Skill Bar of the first Actor in your project's 'Actors' Database with the 32º Skill in your project's 'Skills' Database.

for(var i = 0; i < $gameActors.actor(5)._mapBarSkills.length; i++){
if($gameActors.actor(5)._mapBarSkills[i] === VCM.SkillBar['Placeholder Skill']){
$gameActors.actor(5)._mapBarSkills.splice(i, 1, $dataSkills[1]);
break;
}
}

This script call will replace the first Placeholder Skill of the Map Skill Bar of the 5º Actor in your project's 'Actors' Database with the first Skill in your project's 'Skills' Database. This will only work if there is a Placeholder Skill in the respective actor's Map Skill Bar.


If you want the Map Skill Bar to add a new Skill while an event whose 'Trigger' is not 'Parallel' is running, know that Map Skill Bar is hidden by default in those situations. If it is showing and you're using only my plugins(they are not a necessity to make this one work, don't worry), in the correct order(see the 'Compatibility' subheader in this plugin's 'Help' section), that's a bug. If that's the case, please post a screenshot of your event and I will try to fix the plugin. If there are other plugins 'ON' in your Plugin Manager, there isn't much I can do for now, other than to try any of the solutions I've given you.


If your problem has been solved, please inform me.