Trying to put spaces between the quest titles like so:
And currently stuck with this:
I cannot for the life of me figure it out. I'm certain I have to change something in this bit of code in UI.rb
Changing the height of rect does nothing seemingly...
def drawItem(index,_count,rect)...
Works perfectly <3 thank you!
text = _INTL("{1} Speed: {2}",$PokemonSystem.game_controls.find{|c| c.control_action=="Change Game Speed"}.key_name,$GameSpeed.to_s)
How would I return the key that is bound to a control? For example, I have a button that speeds up the game, the Q button by default. When I mention in the game how to change the game speed, I want to return "Press (whatever button you set) to change the game speed."
So if the player changed...
Yeah I removed the optional bits and got different errors that I couldn't figure out.
Downloaded the lastest version that works with v19.1 to my knowledge.
To solve this, I installed following pokemon ex as a script instead of putting it in the plugins folder. You've got to go into scripts in RPG Maker and make new pages for all the .rb files. Then copy the contents of each .rb files into their own page in the scripts, like this:
To solve this, I installed following pokemon ex as a script instead of putting it in the plugins folder. You've got to go into scripts in RPG Maker and make new pages for all the .rb files. Then copy the contents of each .rb files into their own page in the scripts, like this:
To solve this, I installed following pokemon ex as a script instead of putting it in the plugins folder. You've got to go into scripts in RPG Maker and make new pages for all the .rb files. Then copy the contents of each .rb files into their own page in the scripts, like this:
Thanks for the response on this one! Since your reply also contained an answer to someone else's question, I'm going to start a new reply thread on this. I was hoping you could help me figure out how to check which stage(s) are active on a quest without use of variables or switches. If I use a...
Thank you so much! This helped me fix the issue we had where the follower didn't refresh if you put a caught pokemon in your party and send the first party member to the boxes!
I did this by going to the 20.1 Hotfix called "Battle Bug Fixes" and added FollowingPkmn.refresh under this...
Working in v20.1 after changing
@sprites["itemicon"] = ItemIconSprite.new(42, Graphics.height - 48, -1, @viewport)
to
@sprites["itemicon"] = ItemIconSprite.new(42, Graphics.height - 48, nil, @viewport)
Thank you TechSkylander1518 for this solution!
Putting this in your plugins folder or just adding as a script will give you the functionality you want without conflicting with other scripts I believe. Working for v20.1 of course.
#==============================================================================
# Config
# LA Move Relearner...
I made a modified version that does not override other party menu options added by other scripts such as Rename from Party. May I upload the modified version of your script in this discussion?
Hi there,
Love the script. I was wondering if you knew how to bring back gamepad functionality. Apparently gamepads work in base essentials. I took out this script and tried a gamepad, and it did indeed work. I popped this script back in, and all of a sudden the gamepad isn't registered.
I'm...
I got it to work. I started a new save (thought I did that already) on a clean version of 19.1 with nothing else installed. I put the contents of Essentials Modular Battle Scene v2.0.2 into the script editor (not a plugin), and I made the event to start a double battle with mew and celebi, both...