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Theresnobodyhereagain

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A member registered Oct 05, 2019

Recent community posts

Fantastic!

Does this graphic allow for a 3 point image? Something like this?:

I'm also wondering if it's able to be displayed on the Map (like a hud) and not just as a menu/status graphic?

You are a genius!! :D

(2 edits)

This plugin is a life saver!

***Ignore everything below, this was fixed in a patch!

But, there is a small issue, and I wonder if there is a fix?

When this plugin is active (the switch is on) it seems that when choices appear, the text that should appear with the choices closes before the choices can even show up.

It's kind of hard to describe, so I made a quick example video on a fresh project: https://imgur.com/a/fYCcvA1

quick screenshot too:


Is there anyway to keep the text message onscreen with the choices? T-T

(1 edit)

I should have explained a bit more, apologies.

I've made several modifications to player inventory, to the point where only 10 items are able to be held, and only 1 of each item is stackable, so there are no issues with number of items discarded, since only 1 item per inventory slot. (It's a minimal item game with resource management and choosing what to carry with you etc)

The concerns about the logistics of dropping items on a map are completely valid, thankfully however, there is a plugin I use to spawn in an event that mimics the discarded item is VisuStella's Movement Core, and it works extremely well after an Event Template Map is set up:


The majority of my item collecting is already set up using this plugin. Moving between maps and saving/loading are not issues as that plugin has options to make spawned events permanent. (of course, too many items could cause increased resource draw, but again, these are limited items.)

All I'd like to do is get the ItemID# of the item that was selected and discarded and save it to a variable.

So far I've tried:

    $gameVariables.setValue(1, this._item)

    $gameVariables.setValue(1, item)

    $gameVariables.setValue(1, this.item)

etc

****UPDATE

actually just before posting this I happened to try adding .id, similar to  $gameParty.lastItem().id, and it worked!


If I did have any further thoughts on this plugin, it would be a request to add an option to bypass the "How many of the item to discard" if the player only has 1 of that item in the inventory. That would look very clean and streamlined!

Thank you for the quick reply!

This is a fantastic plugin and I'm shocked MZ didn't already come with this function!

I do have a small request, I really hope it's something simple to do!

But could you make it so that the Discarded Item ID# is saved into a specified variable?

I'm asking because I use an event spawner to "drop" an item onto the map when it is discarded, BUT I need the ItemId saved to a variable in order to do that...

Is there a method to launch a common event from selecting a symbol? Or even getting a newly added symbol to appear in the menu ring?

Because I'm currently having extreme difficulty doing either despite instructions...

Despite setting an icon, and putting the call common event line in both

'Custom Personal Commands Symbols'

and

'Custom Personal Commands Symbols'

(I still don't know the difference between these two, and the almost identical names doesn't help...)

-The option remains missing from the ring menu.



Ironically, the only success I've had getting a common event called was modifying the actual plugin to replace the options scene with the common event call, although that's hardly practical since I will have to do this several times and would run out of cannibalizing the default menu slots...

(and also the ring menu just remains open even while the common event is running, and neither the "this.popscene(); scriptcall or 'virtual input: cancel' scriptcall seem to be able to close it before the common event runs...)

There must be something obvious I'm missing here, right?

I'll do that, and there's no rush at all!

(1 edit)

**Edited to reflect the new compatibility update.

It's a great plugin, thank you for making it compatible with VisuStella MoveCore~!

That plugin works awesome, thank you!

Would this plugin make it possible to put a variable into an item name in the database?

For example,

In the item database, ItemID#10 would be named '$gameVariables.value(10)' or '\v[10]'

etc

The reason I'm looking to do this, is that I have a fishing game that allows the player to name the new species of fish they catch, but it's kinda hard to get textcodes into the item database names...

And I can't just use a scriptcall to change the names either because:

$dataItems[10].name = $gameVariables.value(10)

will just reset when the game is reloaded.

It's perfect! Everything- name, face, etc all controlled just by 1 change variable event command!

This is such a great plugin! T-T

So I tried re-visting your Solution #1 from the post above, I think that could really useful!

The problem is, I tried following the directions with your screenshot, and I don't think that the parameter recognizes the name that the Variable can be set to...?

I must be doing something wrong ._.

Thank god, I thought I was crazy xD

It would be totally worth it to buy again tho, because now everything works perfectly T-T

Thank you!!!

I noticed it had an older version number a few days ago, but whenever I re-download it, it always gives me the ♦2.1.1♦ version...

I've tried it like 4 times over the last few days xP


I think it has something to do with the fact that it's only giving me access to the version that was available when I purchased it for 3$ like a year ago. I feel like maybe it's only giving me access to the old version that was 3$? lol

I haven't seen this happen with any other of your plugins, and I'm pretty sure this is a problem with itchio, though.

So maybe I should just buy it again at the new price? xD

Okay, here is the sample project.

NOTE: I removed smart speaker from the js/plugins folder since that is a paid plugin and don't want to put it online that someone could just take. So you'll have to paste it back into that folder.

>The bug seems to be that SmartSpeaker.js prevents the faceset animations setup in FaceWindow.js from animating...

They just sit at index 0