- Yes, you can programmatically add/remove icons through script calls.
- Walls are not auto filled and needs to be drawn manually.
GBRO Games
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- Create an 'fv_actors' folder in your 'img' folder.
- Place your front view sprite sheets there. The sprite sheets follow the same format as the side view sprite sheets (sprites arranged in 9x6 manner).
- Add <FVAA_FVImage:filename> note to your actors. Replace 'filename' with the name of the front view sprite sheets.
- Change 'Sprite Appearance' in the plugin parameters to 'Front View Spritesheet'
This is a mis compatibility with the newest version of the battle core. Pushed an update just now to fix it (v.1.0.1).
For future references of other readers, as of writing:
v.1.0 of this plugin is compatible w/ <= v.1.0.3 of the battle core.
v.1.0.1 of this plugin is compatible w/ >= v.1.0.72 of the battle core.
You can change the background with the following script call:
ThreeManager.changeTexture("filename.ext");Run the above code every x frame in a parallel event and now you have an animated background. Something like so:
ThreeManager.changeTexture("Port_1.png");
Wait: 5 frames
ThreeManager.changeTexture("Port_2.png");
Wait: 5 frames
ThreeManager.changeTexture("Port_3.png");
Wait: 5 framesI initially did not add the new map to the MV version, but I was sure it still had the updated version of the plugin. Either way I wasn't getting the error you were having. Was it a consistent error upon map load or does it only happen at times?
Anyways, I have just pushed an update to the MV demo with the new Volley Pal map and ladder event. See if the error persists and If I did just forget to update the demo. If you have MZ, I recommend you using that one instead. MV has limited lines for script calls so I had to one line all of them, and it's not gonna be user friendly to look at and study.
The gauges don't persist across scenes. When you create a gauge and move to another scene and back to the map, you have to recreate that gauge again. See implementation in common event #1 where it continuously checks if the hp & mp gauges are present in the map scene, if not, then it creates them. These are done automatically with event-tied gauges because it checks for the necessary comment to reconstruct the gauges once the event loads.
I have pushed an update for the position fix (v.1.0.1).


























































