As far as I can tell, 1.6.0 changes a lot things, for better or for worse. File directory structures have changed and whatnot. Performance has been enhanced, but at the cost of quite a few plugins working.
Hold on tight.
The following are changes made in this update from the previous update (RPG Maker MV version 1.5.1).
Utils.isOptionValid function update
Graphics._cssFontLoading boolean update
Graphics._updateRealScale function update to improve scaling
SceneManager.onKeyDown function updated for F12 button to not take browsers to a new URL window (assuming browser mode)
BattleManager.updateEvent updated for its abort check from 2 to 1 of which…
BattleManager.checkAbort2 has been removed and has now became BattleManager.checkAbort
Game_Interpreter.prototype.command113 (break loop event) is now updated to support multiple depths
Scene_Item.prototype.update function added. Its purpose? To break all the plugins that add new stuff the item scene.
Spriteset_Battle.prototype.overworldBattleback1Name and Spriteset_Battle.prototype.overworldBattleback2Name function updated to return an empty string if its battleback is an empty string.
Player comfort is a major thing to pay attention to when it comes to designing video games nowadays. RPG’s are no exception either. And inside of RPG’s, the player is usually within a battle a large portion of the time. And for this large portion of the time, players are often waiting for battle animations to finish playing.
This plugin adds in the ability for players to choose how fast they want battle animations to play from inside the options menu. From the default speed, which plays one animation frame per four real frames, to the fastest setting, which plays one animation frame per one real frame, the player now has the option to choose how quickly things progress in battle.
Today we see the release for Flynn The Original Slime, as suggested by Darkstarmatryx over at patreon!
Flynn was trapped in a tower with a wishing stone his only wish was to get out the wish turned him into a slime the first and only slime allowing him to slide out of the tower. He can’t turn back and he doesn’t age. His slime trail every so often births a new slime and it may exhibit one of the powers he possesses from when he was a human channeller. This is the foundation of the slime city he rules. He is not evil but will fight with all his channeled might and slime abilities to protect the slimes and what they guard. He is also larger than most of the other slimes. -Darkstarmatryx
Many of you have asked what are some more ways we can use this plugin. That’s a very good question because there’s a lot of things you can do with this plugin. However, instead of giving the answers to every single example, it may be better for me to give you the actual Eval codes themselves and the description so you can figure out the things you can do with it, instead. There will be a “possible use” example listed just to give you an idea how things may be used. Hopefully, upon reading the descriptions for each one, you may come up with some ideas or answers to what you are looking for!
Hey everyone! This weekend we see the release for the Son Of Valhalla, as suggested by ACE over at patreon!
A large centaur like creature, half horse, half man, with insane strength and speed, he can jump very high, gallop very fast, and swing an axe faster than you can blink an eye. Huge arms and hands, along with huge legs, he can crush you in a second or trample you if you are down. All adventurers take caution when fighting him. One wrong move could be your last. -ACE
Hey everyone! Today we see the release for God Warrior Isis! As suggested by Anonfox93 over at Patreon:
A new take on Isis combining the matriarch of the Egyptian gods with a sphinx having control over both wind and earth magic(i.e. Desert/ Sand Magic). primary attack/magic attack she roars causing a sandstorm or tornado to appear. Secondary attack she swings her paw at the party close range. Her Defense stance is her covering her body with her wings,etc. -Anonfox93
Passive States can be a powerful addition to a game, but if they are always active throughout a battle, they can be a little too powerful. Sometimes, you will want to limit the extent at which your passive states will be active by imposing conditional cases upon them. If all of the passive’s conditional cases have been met, then the passive will become active. This plugin adds a multitude of conditional cases for you to be able to use in your game and limit certain passive states from having their effects active at all times.
*NOTE*: This plugin is best used with RPG Maker MV version 1.5.0+. You can still use this plugin with a lower version number, but you will have a much harder time altering the plugin parameters without it.