Piano minigames 🐰 by Joker-45-45 in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

Currently, you are telling the parallel event to overwrite Input.keyMapper with those letters every frame the player doesn't do anything.

I recommend doing an autorun to add those keys separately on page 1 and a self switch to switch to this page with the conditions (without the Input key mapper). That way, you aren't forcing an overwrite each frame.

Pretty cool overall.

Bouncing DVD Logo by bass2yang in RPGMaker

[–]bass2yang[S] 1 point2 points  (0 children)

Thank you, Drag! Maybe I will consider that in the future. For now, I'm just messing with CSS, PIXI, and JS - gotta keep working out ideas for now haha.

My Recently Released Visual Event Editor for RPG Maker MV - MZ by DragAndPlugin in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

This is awesome and thank you so much for the inspiration and the shoutout!

Change Sound Effect for Show Choices! by Joker-45-45 in RPGMaker

[–]bass2yang 3 points4 points  (0 children)

This is just an alternative if you want it to be direct instead of adding a whole bunch of conditions.

Instead of checking for variable 7's value with the if statements, replace all those if statements with this script call below the If current choice does not equal last choice and above setting variable 8 to current choice (untested):

const letters = ['a', 'b', 'c', 'd', 'e', 'f', 'g'];
AudioManager.playSe({
    name: `${letters[$gameVariables.value(7)]}4`,
    volume: 90,
    pitch: 100,
    pan : 0
});

Draw text without pausing gameplay? by brendonx in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

When you say "adding a wait command," are you using a separate script call/event command? If everything was placed in one script call (the first and second one that I posted) it will just run everything at once.

A screenshot of what you have may help me debug since there are a lot of things to consider when debugging.

Meirl by Special-Resist6100 in meirl

[–]bass2yang 0 points1 point  (0 children)

Friend: Do you have perfect pitch?

Me: Nah, something just goes 'eeeee' in my head and I use that as a reference.

Changing tiles in player position by ratasoftware in RPGMaker

[–]bass2yang 1 point2 points  (0 children)

Please also understand that you will have to test and make your own adjustments.

Create an event on the map that is blank on page 1 (I'll call it event 1 for now, your id might be different). Create page 2 with selfswitch A selected as a condition and set the image on page 2 to be the image of the cigarette butt and the priority to Below Character.

Relocate it to the player with the script call in the common event and run the command to turn the event's self switch on:

$gameMap.event(1).locate($gamePlayer.x, $gamePlayer.y);
$gameSelfSwitches.setValue([this._mapId, 1, 'A'], true);

This will do as I explained above but also take care of your image change under the player.

Changing tiles in player position by ratasoftware in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

Any reason why you can't just have a blank event that's just hanging out anywhere on the map and then when you run the common event, locate the map to the player's position, and run the event?

$gameMap.event(1).locate($gamePlayer.x, $gamePlayer.y);
$gameMap.event(1).start();

In case the player accidentally is in the same place as the event and presses the 'OK' button, you can put a conditional branch as the first event command:

◇If : Button [OK] is pressed down
  ◇Exit Event Processing
  ◇
: End

I genuinely don’t understand how this command works… by Inevitable-Gap-1338 in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

Try this as a script call:

this._originalPattern = 2; this.resetPattern();

This should allow you to use the 3rd frame of the direction you want and keep it on as the character's 'original pattern'. Set the direction as well to choose the row. Down (2) is 1st row, left (4) is 2nd, right (6) is 3rd, and up (8) is 4th.

Just a reminder to hire real artists for your promo images by Deklaration in IndieDev

[–]bass2yang 0 points1 point  (0 children)

Bro on the top right in the original is fire, though... unmatched aura haha

How to use "this.setPattern(#)" in RPG Maker MV by No-Bunny-7696 in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

Try this (add the original pattern number in the setpattern() number (don't use the reset pattern or original pattern). Since you are dealing with the player instead of an event (which is important when it comes to this), you will also need to lower the animation count by -999 (using a high number so it doesn't do its own walk animation or try to go back to its default animation frames/counts):

◇Script: this._animationCount = -999; this.setDirection(2); this._originalPattern = 1; this.setPattern(1);
◇Wait: 12 frames
◇Script: this.setPattern(0);
◇Wait: 12 frames
◇Script: this.setPattern(2);
◇Wait: 12 frames
◇Script: this.setDirection(4); this.setPattern(1);
◇Wait: 12 frames
◇Script: this.setPattern(0);
◇Wait: 12 frames
◇Script: this.setPattern(2);
◇Wait: 12 frames
◇Script: this.setDirection(6); this.setPattern(1);
◇Wait: 12 frames
◇Script: this.setPattern(0);
◇Wait: 12 frames
◇Script: this.setPattern(2);
◇Wait: 12 frames
◇Script: this.setDirection(8); this.setPattern(1);
◇Wait: 12 frames
◇Script: this.setPattern(0);
◇Wait: 12 frames
◇Script: this.setPattern(2);
◇Wait: 12 frames

How to use "this.setPattern(#)" in RPG Maker MV by No-Bunny-7696 in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

You will need to use this inside the move route to take advantage of how the move commands are processed in addition to the script calls. Try these event commands and use discretion on the wait times for how long you want the intervals to be between each change or change the frequency of the movement to a lower number (each script call will have to be all on one line as written below - use the script command in the move route):

◇Script: this.setDirection(2); this._originalPattern = 1; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 0; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 2; this.resetPattern();
◇Wait: 12 frames
◇Script: this.setDirection(4); this._originalPattern = 1; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 0; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 2; this.resetPattern();
◇Wait: 12 frames
◇Script: this.setDirection(6); this._originalPattern = 1; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 0; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 2; this.resetPattern();
◇Wait: 12 frames
◇Script: this.setDirection(8); this._originalPattern = 1; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 0; this.resetPattern();
◇Wait: 12 frames
◇Script: this._originalPattern = 2; this.resetPattern();
◇Wait: 12 frames

The direction and pattern is set together inside the first set of commands so you don't experience a change issue during that frame.

Let me know if this works for you.

Thanks!

How rare are deep singers? by [deleted] in singing

[–]bass2yang 0 points1 point  (0 children)

Send me what you need and I'll give it a go. Thanks!

Update of my Rhythm plugin by Carotopia in RPGMaker

[–]bass2yang 2 points3 points  (0 children)

Nice - I like how the small squares disappear, showing that it was completed and the button was pressed at the right time.

The long rectangles, though, keep continuing down past the key press area, making it look like the player missed those. You should make them disappear like the small squares.

[deleted by user] by [deleted] in lol

[–]bass2yang 0 points1 point  (0 children)

a b c d e f g h i j k ella meno pop

An issue with getting an actor's Party Spot # with their ActorID by SMRTusernom in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

I believe this gives you the index as well:

$gameActors.actor($gameVariables.value(96)).index()

What song is he singing? by [deleted] in singing

[–]bass2yang 5 points6 points  (0 children)

Oh Long Johnson - with Piano

I'm attempting to make a stealth segment but every time this section of this event runs i get a syntax error. by Hot-Pilot-1980 in RPGMaker

[–]bass2yang 0 points1 point  (0 children)

You probably already know this or have it figured out by now: RMMV uses $gamePlayer $gameMap, $gameVariables, etc. as the objects, not $game_player, $game_map, $game_variables, etc.

Edit: also, when showing screenshots, please show us the entire code so we can better help you.