Search the Community

Showing results for tags 'battle'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Community Central
    • Introductions & Farewells
    • Forum Announcements
    • Forum Feedback and Support
    • The Competition Zone
  • The Developer's Corner
    • Theory and Development
    • Recruitment
  • Game Development
    • Game Maker
    • Unity
    • RPG Maker MV
    • RPG Maker VX Ace
    • Other
    • Workshop
  • Game Production
    • All Game Submissions
    • Games in Progress
    • Completed Games
    • Game Reviews
    • Archived Games -Projects that have been inactive for 12 months are stored here.
  • Resource Center
    • 2D Resources
    • 3D Models
    • RPG Maker
    • Audio
    • Resource Market
    • Developing Tools
  • Creative Area
    • Artwork Gallery
    • Music Room
    • Literature Library
    • Animation Theater
  • Off-topic
    • General Discussion
    • Role Playing And Forum Games

Calendars

  • Community Calendar

Blogs

  • Kirin's Blog
  • Cremno's Blog
  • Nelneo's Blog
  • silversatyr's Blog
  • Virtuous Blade Development Blog :: DISCONTINUED
  • Lone Barrel Works
  • Intrigue of the Crystals Development Blog
  • Princess Project
  • Endafy's Corner
  • Knightmare's Blog
  • The Septrian Voyager
  • Animated Battlers
  • Pikalyze's Apple Tree
  • Marshzd Film to RPG Blog
  • Guardian Spirits Status Blog
  • Shinsei Stuff
  • æ�±æ´‹ã‚¢ãƒˆãƒªã‚¨
  • Eve of Perception [RPGMakerMV] Devlog
  • Little Girl That Could dev blog
  • Alice - Human Sacrifice Blog
  • Bashar's Blog
  • Shin RPG Maker
  • ShinGamix's Ace.net Only Blog
  • UnDead Studios
  • tillypope's Blog
  • whitedahlia
  • Rusted Souls Project Blog
  • Somnium: Burning Ember Development Blog.
  • Mako Star's Blog
  • A Descent into the Maelström
  • Aarowaim's Blog
  • CubixPG's
  • Pokemon Planet Project
  • Uprising:The Blog
  • COOL TELOCH BLOG
  • Politics: The game project blog
  • MonDez's Custom Resources
  • BlueDragonGamers
  • Via SyneBlog
  • CT Bolt's Blog
  • Cid Gaius' Blog
  • Cidiomar's Blog
  • monster311
  • Velvela Jade
  • Dark Horseman
  • Pocketmouse, Project: Blog
  • Looking for Artist
  • COVB Custom
  • Ravenith's Laboratory
  • The Ninth Life Gaming
  • Daniel Tom's Blog
  • Daniel Tom's Blog
  • Level 99
  • Blood Shadows Blog
  • PK8's Blog
  • It's Acezon
  • Saphire Action Battle System IV how do you make the player Die?!
  • jomarcenter gamer news blog
  • Random Designs~
  • Mini Game Ideas
  • A Mouthful Of Maus
  • Mundane's Blog
  • The Guardian's Wicked Cool Stuffs!
  • Script Request
  • Ultima - Virtuous
  • Deadwater's Blog
  • Alendalin RPG
  • Cait's Blog
  • Acer K Productions
  • Hyde's Development Journal
  • DWM2 Development Journal
  • ~Hikari No Uta~
  • => proceed to recycle bin
  • The8th's Journal
  • Face Emotions
  • Request on Tutorials Anyone?
  • estriole's Blog
  • NecromireGames Blog
  • Toheka's blog
  • Bluestar Blog
  • Upcoming Tutorials
  • Misadventures
  • Resource Blog
  • LunaWing118's Blog
  • My Game
  • A Masterpiece In Development
  • N.O.I.M.
  • Hey PL! (Passive Lion's Official VX Ace Blog)
  • RagingHobo's Blog
  • Arctic Fox's Blog
  • Utajärvi
  • Yin's Blog
  • TDW's Blog
  • pxlgraphic- Official Blog
  • The Making of Zendir
  • Rowen's Blog: Okami project
  • Vintaisa:School magic
  • Elixia's Memoir Chamber
  • Progress Project
  • Infernal Cauldron of Miscellany
  • The Making of Zendir 2
  • Hortator's Blog
  • kelchw2323's Blog
  • kelchw2323's Blog
  • Aesorian's Thingymajig
  • NewMarker's Blog
  • Dezz's Stuff!
  • Pixel Art
  • KilloZapit's Magical Fairyland
  • Zendir 1: The Director's Cut
  • Bá´€ssÒ“ire [â—£ â—¢]'s Blog
  • My sweet abyss
  • ohheart's Blog
  • Indy Star: Dev Log
  • Logic's Blog
  • Mark Juner
  • LunaWing118's Blog
  • The fall of equestria
  • chronicles of a gamer
  • Replication/Tutorials
  • King's & Heroes Dev Blog
  • Whistler Wolf's Blog
  • kaz's Blog
  • China Rgss Scripts
  • Draciarch Games' Blog
  • Modern's Goal
  • Z3R0's Blog
  • 7-continents worldwide travel
  • "The World After" in the Making.
  • DarthVollis' Blog
  • SMC Development Blog
  • ~Choco's Blog~
  • Thoughts
  • The Four Stones
  • The Zen
  • Maindric's Blog
  • icon's Unusual Ideas
  • kayden997 Gaming Moment
  • Jonnie's Blog!
  • RuinLight Blog
  • Wren's Blog
  • Axio Chronicles: Progress Report
  • Liphidain - The Record
  • Nightgazer Starlight's Blog
  • Thebigzumawinz's Blog
  • Orrgar's RPG Blog
  • SchnitzelLion's Blog/etc
  • SirBilly's Blog
  • The Guardian's "Project RPG"
  • Alufey's Blog
  • Zanara's Blog
  • Legend of Erthia - The Etheral Gate
  • Naruto RPG Blog
  • GreenSheepGo's Blog
  • siChainlinks' Blog
  • Haunted Robots Blog
  • A blog emerges.
  • HimeWorks
  • cHAOScythe's Blog
  • Aetra: The Blog
  • Soul of Sul
  • Tigerbite's Blog
  • I need a little help... (o.\\)
  • Project A
  • The Shadows of Splendor
  • Deej's Blog
  • From the studio...
  • Vos: Demon Eater
  • RuinLight's Blog
  • Project Pepé
  • Project: █████▌
  • LunaticZio's Blog
  • Vauge
  • ThunerzIX's Blog
  • Smokey's Blog
  • AlexanderK's Blog
  • Magic Warrior
  • VanillaCube's Blog
  • Eventing 101
  • wirt2650's Blog
  • Rabie's Vaccine
  • Ninja Wolf Blog
  • Grotaiche's Blog
  • OtaEnt Studios
  • Totori's Blog
  • Universecoffee's Blog
  • Universecoffee's Blog
  • Judgement Journey : Develop Blog
  • OmegaDSX's Blog
  • CharmingDominion's Blog
  • Jay Heartay's Blog
  • Arfax Games Dev-Blog
  • Pandemonuim the game
  • Just Starting Out
  • dev[otion]
  • Taffer's Blog
  • Soft-Square's
  • OmegaDSX's Off site blog
  • Story Review
  • My Ideas
  • EVENavesT
  • Elementstormrpgteam's Blog
  • RavenTheOld's Blog
  • Unnamed Game Dev
  • The Arbitrators Series
  • Medicine Man
  • Laura Yeah Right's Blog
  • Stradar's Blog
  • Silvershore
  • Jonath4nC's Blog
  • xMikachux's Stuff
  • Pixelated
  • animeforfun's Blog
  • Flora Development
  • animeforfun's Blog
  • anna trinh's Blog
  • DragonWing Studios Blog
  • Constellation
  • Tangential
  • P3RR1N's Blog
  • Necromedes' Blog
  • Soul Attraction
  • Tsarmina's Ramblings
  • lastonealive111's Blog
  • privateer's Blog
  • Warhamme40k Extermination
  • Dead Island Reincarnate part 1 review
  • Murgianswordsman's Blog
  • Jungernaut's Status Updates
  • Dead island Reincarnate info
  • KevinFrost's Blog
  • The Ensnarer
  • InfectedChild's Blog
  • Cupcake293's Blog
  • Choco's Dev Blog
  • Something Witty
  • t h e j a y s t u d i o's Blog
  • Zeth-Almer's Blog
  • Blindga's Lounge
  • Yenok's Blog
  • Eroha Maximus Development Blog
  • General Douchebaggery
  • My RPG progress blog
  • Master of The Forge - Development Blog
  • Draaloff - a small artwork collection
  • Update Blog
  • Cazziuzz' Blog
  • Personal blog
  • Ramblings of a writer
  • Ocedic's Blog
  • Gump's Dev Blog
  • smashdaddy's Blog
  • Biwy's Scripts
  • Ooooh! A Blog!~
  • So yea...
  • Cakes Notebook
  • Questions about my game
  • Flaming Teddy Productions
  • Tales of Mysteania DEMO
  • Near Misses of the Mundane Sort
  • Patch game title WIP
  • Tales of Time
  • Is anyone willing to assist me?
  • EraYachi's ...*sigh*..."Blog"
  • Help and Advice Requested
  • Fallen Temple
  • QuizicalGin's Blog
  • Ace Academy in Action
  • Fairy, Fairy How Contrary
  • McCrumple's Blog
  • Utopia Software
  • gaixareku's Blog
  • DH2 Productions' Blog
  • Palladinthug's Blog
  • magicmetal's life
  • AlliedG's Blog
  • JStewartMusic Blog
  • Attack on Diary
  • Jeff-Andonuts PLAYS SOME RPGMaker VX Ace GAMES!
  • The Thoughts of a Squirrel King
  • Kamalot_INC Presents
  • Crazy Lady with a Hammer!
  • Question About Damage Formulas
  • Wow, such blog!
  • Phantom Antiquary
  • My Game Days
  • ShadowSphere Entertainment
  • Quick Question with Victor's Battle System
  • OFFICAL HIREING LIST
  • Big project, I need help
  • Welcome to Entropy
  • Tactical Game System
  • Under The Name Sanders
  • Otterlicious
  • ScottofNorth's RPG Journal
  • LukeRiley's Project:
  • DiaWulf here~
  • A Spark of Inspiration
  • Downwinds' Blog
  • Arctic Thunder Crunch
  • luwehazcu's Blog
  • Fake but real
  • Allusion's Blog
  • Preparing For Massive Crowdfunding
  • nicoleanderson's Blog
  • Light and the Dark, A Journal
  • Kuronekox's Blog
  • Tris Blog
  • Omniblacklight's Blog
  • Theolized Stuffs
  • Blood Heart Redemption Dev Blog
  • Sug's Blog
  • GameMaking Blogger TheAqib
  • An artist's scattered thoughts
  • CloudTheWolf's Blog
  • Malagar's RPG Dev Diary
  • PoorCollegeGuy's Blog
  • nanokan's Blog
  • Movie Review Blog
  • Minerva's Touhou Diary
  • GameCreations' Blog
  • The Wooden Ocean
  • Johnny's Corner
  • Rush2112's Blog
  • Cat`s and Lolipops
  • The Rock Music Blog
  • New Artwork!! :D
  • Wolf Engine
  • Ultim's Thoughts
  • NightWolf's Logo Hub
  • Arcane Blog
  • Lith's Corner
  • HTML & CSS Learning Diary
  • Freak's Games
  • ASOE - Asynchronous Online Engine
  • Dark Cloud RPG Maker Edition
  • Plague's Blurbs
  • An Errant Soul's Musings
  • Stellar Complex - Development Blog
  • Venya's Blog
  • Wish to the Stars development blog
  • A Writers Paradise
  • Project Aventice
  • Aljara~
  • Extreme edits
  • Concepts & Roughs
  • Hokobishu's Japanese Tea House
  • Yukijin's Storehouse
  • The Pantheon
  • Pixii Stix since 1986
  • The Manic Elf
  • Ramblin' Roccstar
  • Blogging and Things
  • Opal Starlight
  • Game Watch
  • Turt's Blog
  • minefan's development blog
  • Kotori-chan`s Review Adventures~
  • Vectra Productions
  • ~Diary of Wrath~
  • DMTK Stuffs
  • Ailuro's Blog
  • Omni Link's Blog
  • Scoosh's Blog
  • DavidFoxfire's Works in Progress
  • DJBailey on Sound, Life, Development
  • Tools of The Trade
  • Kaiso's Blog of ideas and art
  • ImAGirlUPerv's Blog
  • TimothyWhitcomb's Blog
  • Chaosian's Blog
  • Lex's Blog
  • Spooky Does Blog Stuff
  • @Monkeysnow55's Blog
  • Don't have a project title yet :x
  • TheCaliMack RPG (California Macky's Blog)
  • Point08's Blog
  • Emphasis Log
  • A World On Fire
  • Space game
  • Project Eden Dev Blog
  • Soul Eka
  • And RainingJelly said, "Let there be blog," and thus it appeared
  • The Consensus' RMVX Ace Musings
  • Writer's Resource
  • Spectre's Freebies
  • Karsh's Developer Blog
  • AngelCou's Blog
  • Intelligent Debates/feelings/conversations
  • The scripting life of a big red dog
  • Realm of the Nine Palms
  • D'Art Blog
  • BHR development
  • Personal Blog
  • And A Random Blog Appears From The Shadows
  • [Project Log] Relic Hunter
  • LadyLemonGames' Diary
  • Takeo's Game Updates
  • Visual Novel Progress
  • Absolute Nonsense(The Good Kind XP)
  • My Precious Days
  • Wander Work Blog
  • upsidedownprtl's IGMC Blog
  • Seriel's Blog
  • IGMC Entry
  • Joseph's Development Chatter
  • The Daily Apple
  • [Project Log] The Keeper of the Wards
  • Local Woman Creates Blog: Users React in a Rampage
  • Tracking Progress on SOL
  • JaiCrimson's Blog
  • Returning to RMVX
  • Vectra's Speeches
  • Monster's Den Blog
  • Firehawk Labs
  • gunsage's magical death metal unicorn apocalypse
  • LTN Games
  • EpicFILE Leisure Time
  • Personal Blog
  • Random Things
  • My small ideas
  • The Waffle of Gold! Development Blog!
  • Blithe's Bleh
  • Maki's Semi-Transparent Cube
  • Jax's 1000 Useless Games
  • thejaxinator's INAW3
  • ~Dia's Rant's, Comments, And Concerns of Today's World~
  • Development of Beyond the Dark
  • You walked into Shin's Room
  • Manga Gothic
  • My year with the dragon
  • Memoirs of a Space Traveler
  • The Bounty Hunters
  • Cookie ninja shares!
  • Balter's blog
  • Veryll Tavern
  • JasonGames --> [Apocalypse World]
  • Random Postings
  • Devonair320's Blog
  • Green With It's Freedom-Land Field Guide
  • Thought-crime and Other Misdemeanours
  • Jaluna's Berry Bush
  • Character Showcase and Other Things
  • Khaos' Kavern
  • markA's Blog
  • Jacklack3's Book Of Stuff
  • Paradox: The Dev Log
  • Scalvose: Demons and Dragons Progress Holder
  • KunLibertad's Blog
  • Development of STA-FDW
  • Decim Blog, and Other Things
  • Tales of the Clumsy Beginner
  • Shiggy's Lab of Randomness
  • Bunbunmaru News
  • Raymi's Blog
  • Shiggy's Blog
  • GameKirby's Blog
  • LewisDruid's Gaming Corner
  • Nirwanda's Corner
  • Jax's Game Log
  • ashm13's Blog
  • A Dog's Guide to Highwick
  • Jacob Mann's IIAW3
  • PurplePhantom's Haunted Corner
  • beh
  • As Time Takes Its Course
  • Tempest of Souls
  • Tochiko Island: Juju Talks to Herself (And Others)
  • Unfortunate Ideas
  • The Woodcutter's Daughter (dev corner)
  • Demon's Gate Progress Blog
  • Cleosetric's Journal
  • Cinder's Stuff
  • Project Iniquitous
  • Milton Monday Plays Something
  • Ac Games
  • Aftermath: Gears of Hope
  • Characters And Such
  • Gaming, Writing, and Music
  • GamePad DevBlog
  • CVincent's Blog
  • Cupid's Universe
  • The Lightsworn Devrambles
  • joori's Blog
  • Tarq's Backlog
  • Iron Fortress
  • Chungsie's Dagger Thunder Poop
  • Straydog's Blog
  • DRC's Blog
  • The Book of Love: South Park Fanfiction
  • The Legend of Jerry Quiver: Dev Blog
  • Official Works
  • Cosmo's Development log and Process Anouncments
  • 9 Circles Casino & Hotel
  • The Hurst's Development... Thingy
  • Chibae's Blog
  • JesseO's Blog
  • Party Pals!
  • 'Lucid' Blog Thing I Think
  • Cryptic: Project Journal
  • Neryan's Bloggie >,<
  • Planned All Along
  • Planned All Along
  • Alphys Hedge's Blog
  • Nexus of Naoto
  • FluffexStudios' Blog
  • CAW Series
  • RGSS3 Rumbles
  • Journal of the Phoenix
  • Project Updates
  • Perang Cemen's Devil Boy Quest
  • Secret Project
  • "Crystal Crown" Devlog [RPG Maker MV]
  • Memory of the Fallen Leaves Demo 1.8 coming soon-ish

Found 420 results

  1. Of course, there has to be one on the forums. Introduction This is a simple counting game, with tiny little bit of RPG elements. The number represents our experience. Rules Rules are obviously simple Post a number higher by one than in the previous post. We start with level 0 and we will be leveling up for every 100 experience (posts). Random chatting in meanwhile is allowed, though keep the messages relatively short. Do not double post, unless the thread was inactive for 72 hours (three days). If someone double posts too soon, ignore the next messages of that user, as these will be merged. That's all, so let's start! 1
  2. I don't know if theres already one or whatever, would apreciate it if I could get pointed if there already is one, But like when a specific state is applied to player or enemy it will tint whoever is applied, Like you can put a RGB colour code in the state tag that tints it towards that colour at a specific opacity Idk, This would be for a non comercial game, just for a rpg for me play on my own time
  3. I'm not really sure where this goes, since I'm not actually asking for "support" for an existing script, but I just need something (like an add-on or any other script that does the desired thing) that is compatible with the battle script I'm using. But although if this thread doesn't belongs here; please kindly move it. So on to the request... I'm using Yanfly's visual battlers, which provides visual for our characters (actors), it uses the characters' sprites in the battle that is animated (like when it's walking) but simple; it moves forward when acting and goes back when finished. For the enemies, it is unlike the actors - it uses battlers instead of sprites, and it is not even animated; just only moves forward and backward when acting. So what I need is, the same for my enemies too - I want to use sprites instead of battlers, that is also animated just like the actors. I've searched for this everywhere, some gives add-ons and stuff that provides the ability to use Holder's battlers graphics which are animated but it's not what I need. Thanks for any help!
  4. This is part 1 of a two part tutorial on how to make Graphical First Person Battles using events. Part 2 will come when I figure out the best way to animate the attacks. So if anyone has any idea how to check if an actor is attacking for the purpose of a conditional branch condition, let me know. I love the default combat system. Side view is all right, but its been done by 34956875602 different games. I like the first person aspect. To me it just feels more personal. Sadly it is a little lacking in the flair department, and so I set out to fix this. Keep in mind, what I am about to show you isn't for the faint of heart or those allergic to chocolate. And it might give you a quick glimpse of how certain events can be used differently and more creatively. Evented True First person battles. (Disclaimer, this is not animated. It simply shows hands, and weapons/gauntlets/shields if you set them up. See opening comments about the system being animated) (Disclaimer 2, this only checks for the equipment of the first actor, or whoever you set up the common event for) Step 1. Creating the Resources In this evented combat system, we will be using pictures to show the player and weapons instead of sprites. In this tutorial, they will be referred to as the "Frame" or "Frames". All frames will go in your "Picture" folder, in the img folder at the root of your Project Folder. I HIGHLY recommend using gimp to modify/create pictures. I use it for all of my sprite art. You can find it at http://www.gimp.org/downloads/ All frames must be the native resolution of the game you are creating. Meaning that if you are using the default resolution, the frames must be 816x624. I started with a basic empty picture, sized 816x624. Make sure that it is transparent. If you dont know how to do that, well, google works wonders when learning to use a program like Gimp. I then cropped and modified some of the SV actors hands to create a kind of Elder scrolls esque view. For the Spriting illiterate, here is a basic image to use/build off of. I then modified some of the weapons sprites in the same way. You may also use/build off of these. After you have these resources, you are ready for the eventing! Step 2. Creating the Event First and foremost, we will be using a common event at the beginning of each battle to show the equipment. So name a common event something like FPB or something, idk. Within that common event, we are going to be using conditional branches to check for equipment at the start of battle. The first event will be Show Picture. This is located on the second tab under Picture. The frame we will be using is "Holding.png" Set that frame to be picture number 3. The reason this is set first, and not in a condition, is so that even if we dont have a weapon equipped, it will still show the fists. So barehand fighting is a thing. From there the flow of adding items is rather simple. Condtional Branch> Actor> Weapon>the weapon you want to check for Make sure to leave "create else branch?" unticked. Then within that conditional branch we set the corresponding weapon frame. Show Picture> "name of weapon frame you wish to use" Set that to picture number 1 E.g Conditional Branch>Actor 1>Weapon> Longsword the conditional branch will show up as *If: Actor 1 has equipped Longsword Show Picture : #1, Longsword, Upper Left (0,0), (100%,100%), 255, Normal The picture number indicates in what order it will be drawn, 1 being the first and lowest frame. Therefore when we use the "Holding" frame as picture two, and the weapon frame as picture 1, the holding frame will overlap the weapon giving the appearance of being held. Do the same for each weapon in your database. By the time you are finished it should look something like this; Step 3. Calling the system for battle The very last step in this process is to run the common event from the troop tab. Go to troops, and in the battle event, run the common event we just created. Set the conditions for Turn number 0 and the span as Battle. It should look like this If you don't fell like setting up EVERY troop event I highly recommend Yanfly's Base Troop Events. It will allow you to use the first troop's event as a general event that ALL troops use. You can find it here http://yanfly.moe/yep/ Step 4. Prepare for BATTLE! With any luck I have described this well enough for you to have the event set up perfectly. Go in to battle young one, and draw thee pixel sword!
  5. BATTLE OF THE HEAVENS Note: This game doesn't need the "RTP" to play but its currently going through some rigid updates. ESTIMATED GAME-PLAY TIME: 10+ GAME STATUS: COMPLETED INSTALLATION: Extraction, No RTP Needed VERSION RELEASE: V1.7 GENRE: FANTASY RPG DIFFICULTY: HARD When the Demi War ends, a valiant Magnus Zarkodius goes on a quest to end the chivalry once and for all. His purpose, to unravel the cause of the war. Magnus is accompanied by the Paladin Hyperion who knows more than he lets on. As he journeys Safehaven and uncovers the truth about the war, friends are made and a band is formed to save Treter, the world sealed beneath. (Battle of the Heaven's should keep the player busy for hours to come.) MAGNUS ZARKODIOUS The hero and protagonist of this epic tale. Magnus Zarkodius born from ancient ancestry, a Terraphim related to the Celestial's charges for battle. He's a vigorous warrior with a knack for rushing into the front lines. HYPERION SHADOWBREAKER Holding the "Seal of Metatron", Hyperion's power is known throughout of the kingdom. His purpose is to unify the kingdom using the seal and restore order to the once dominant lightbearers, the Paladins. LUCEAL The fallen Celestial of the light. Lucy sees all the terror awaiting Safehaven's future and has to prevent its demise. She is bound to the Kapyre's recovering from the blackness of the void. VAMPIRO MELLOW Half Vampire, half Elf commanding the Red Knights, Mellow is a titan. She prevents the Elves from getting into conflict thanks to her brethren with the use of her tamed hell hounds. When the war ends she uncovers the conspiracy to reconstruct the order in Safehaven. SCREENSHOTS CREDITS DOWNLOAD THE GAME HERE AT: https://www.mediafire.com/file/zbugi5190kb7rb9/Battle_of_the_Heavens.exe
  6. So I'm using Victor's Target Arrow script along with Yanfly's Battle Engine and I would like the highlighting to be consistent when selecting enemies. If I have a skill that targets multiple enemies, the battle engine would only highlight one enemy, and the target arrow script would select all enemies. The skill would still do damage to all enemies, I would just like it to either highlight all targeted enemies or remove the highlight completely. Any help is appreciated!
  7. Im wanna make a amazing battle! Help me will ya? I need some idea for my actor skill, so please tell me if you have anything in mind. I need skill for following Class: Devil's (he can use Claw, axe, swords, katana, and even a Gun) Youma (katana) Kitsune (claws) Youkai (Staffs) Seraph's (Swords) I got some example -Devil Slash: Cut Enemy Hp by 1/2 Cleave: Kill enemy instantly Lion Heart: Shot one enemy 8 times -Youma Excalipoor: 1 damage to all enemy Masamune: attack all enemy Zantetsuken: Cut all enemy Hp by 1/2 -Kitsune: Howling Moon Eat Moon alive: Make the user harder to hit Moonlight Cannon: Drop Enemy def and cruse them Moonlight Healing: Revive ally plus add regen on them -Youkai Chaos: Dangerous skill that can kill the user or damage ally and enemy or put any status to them. -Seraph's Spirit's: add state to user depending on area C'mon community! Whadaya got?
  8. Hello, I am planning to have one of my characters use an attack that does heavy damage to an enemy. Should the enemy be killed, the character will use another attack (shortened, slightly weakened) version of it on another enemy. Should that attack kill the second enemy, the character will use this attack on a third and so forth. How could I achieve this? My main problem is checking if the attack kills an enemy, the rest should be fine.
  9. so, im using mogs ATB and motion battlers with sprite actor, BUT, i dont like how turns take forever.... example. a boss would poison you for 3 turns, and it goes away, but in MOGS plugin, it lasts like for ever and ever and ever - _ -. another example, lets say you do a stun for one turn, it seriously takes like 3 attacks each with all actors then it goes away - _ - and, i remove ATB script and every move works fine and debufs end at the correct turn, but then motion battlers dont work correctly with hit animations and sounds. my question is, is there ANY way to make it where the turn ends when the enemy attacks or better yet, make it kind of like the default fighting where you attack with your actors, then the enemy attacks. IF, someone could please look at the script and see what could be put a # infront of a line or change values so a turn works correctly unlike it taking forever to count a next turn like, it takes like 6 or 8 times going through the actors for ONE status effect turn.... like WTF?????
  10. Heya! This is my Second post here, my first is a bug im having, so, Would you kindly give it a look? I've hit a wall i dont know what to do. Thanks! So, im making my first ever game, with a few basic mechanics and ideas but what i have in mind is this, each attack you give in battle would have a quick time event, so you can deal more damage. Of course missing all of the quick time event's would result in a miss, but if you get all of them right, not only will you deal more damage but your critical hit chance would incrase. For balancing porpuses i imagined a pretty dificult system, where the buttons that apear would be selected from a random set of predefined keys that you can press. And the speed you would have to press them incrase, or decrease depending on the level diference between you and your enemy. Defending from an attack would work in a similar fashion, if you get all of the quick time events right, you would decrease the damage recieved or dodge the attack, but if you miss them all, you would receive a critical hit As the game goes on, Monsters and bosses get more complicated attacks, making it hard to dogde the attack, while also making it harder to hit one. Every Skill would have it's own quick time event to make it more effective, and maybe even it's own animations. The idea here is to make the player feel LIKE A F*CKING BADASS when fighting a boss by dodgin their attacks with some cool animations playing while they tear their keyboards in half by mashing keys. The "Defend" option would be Unused and possibly erased from the fight screen, because of the system I Barely started making games and i know how ridiculous this idea is, but i really want this to work. Any ideas, suggestions and even criticisim is welcome. Thank you for reading my post!
  11. Hey guys. my game will have alot of different regions, such as snow, marsh, saharah and foresty areas. My discussion is about how to implement weather in a battle system such as; If the weather is "rain" and an opponent is hit with lightning, it deals more damage, and if you use fire, it's weaker. Maybe even having a "thunderstorm" weather that can occassionally hit either enemy or ally, just to add a bit more threat to battles later. I have a few ideas about how to do this, but it feels messy and I feel it could be done better so I want to know what you guys think Any idea how to put in a system like this? I have Yanfly's Troop Events active. I also want to set up a weather system using variables (since I can use variables with skills, ect.) 0 = clear 1 = rain 2 = snow ect. I just don't know how to implement it into skills do the damage varies. I suppose a passive state might help, like "soaked" decreases thunder defence but now sure how to apply this to every battler in battle when a certain variable is active. Any ideas?
  12. In this video, I give you the cheat codes for creating your own personalized final boss themes for your RPG game . Feel free to ask any questions!
  13. Hi Everyone, I am trying to figure out how to prevent the side view battlers from moving, like for a few months already. when I purchaed RPG Maker MV on the website, it had bonus plugins including "SVActorPosition" which lets you change the battler (actors) positions in side view battle mode. when a battler (character) 1) is highlited (choose attack, magic etc) and 2) when they attack the enemy (just before they hold their weapon), the battler always moves one step to the left (then, moves back). I was wondering if anyone know, how to modify the script to prevent that "step forward", how to make the battler stay on the same spot the whole time, when you highlight them and when they attack the enemy. I have no idea about scripting myself. I attached the SVActorPosition Script here (as a text file). also there's a plugin which lets you select the positions where the battlers move while attacking "Victor Engine Battle Motions", but it's too big itself and i cant understand anything. The reason is, I was thinking about the possibility of making a combat system lie Phantasy Star 2 and 4 (Mega Drive). A front view combat system with the battlers (party members) while standing and attacking. It would be much better to use a script to modify the side view battle system into an enhanced front view one, than using the standard front view one since it doesn't show the enemie's battle animations when they attack a party member, but the side view one shows all animations. That way we could make our games look much better. Any help would be appreciated. SVActorPosition.txt
  14. Whenever I use the wait command in my troop's events, the battle window disappears until the wait command is over. I need a script that will fix this so then the battle can continue on while the wait command is being executed.
  15. battle

    Transform your TP-Gauge into a Guard Meter! The TP-Guard System adds functionality to TP to match the Guard mechanic found in Dragon Age: Inquisition. Dragon Age: Inquisition uses Guard as a second life bar that must be depleted first before it affects the character's actual HP. This script extends its uses to TP for that. It also rectifies certain qualms people have with the TP, adjusting its maximum value and manipulating percentage recovery. Added functionality allows you to add a notetag "<skip_guard>" to skills and items to skip the guard calculation so it directly affects the HP. This is perfect for switching up battles! TP may still be used as a battle resource. This script just expands on its uses. The script was inspired by DA:I as well as Mana Shields found in many other games. Demo: Terms of Use: For non-commercial use only! Email 'thecalimack@gmail.com' regarding commercial use of the script in your game. Always include "TheCaliMack" or "California Macky" AND "Maliki" if you decide to use this script in your game. Any variant of the script must have these Terms extended to it. That means you must use these Terms stated above as well as your own. Download the script from my RPG Maker blog: http://wp.me/p4HTa8-Z
  16. Hey guys, I'm working on a game and ran across a script I want to use on here, but have no idea how to apply it. I thought I had it, but it wont do what it's supposed to do. The script is supposed to make a video play when a character uses a move that is tagged to do so. But, where do I place these two pieces of code? I cant find "RPG::UseableItem" anywhere in the script section of my program. I've got the move I want to use already tagged like it says, and the movie is in OGV format. # How to: # # Just add a little text to skill notetag # # <movie: x> # # x = movie name # class RPG::Skill < RPG::UsableItem def movie @note.scan(/<(?:MOVIE|movie):\s(\w+)>/i) return $1.to_s end end class Game_Battler < Game_BattlerBase def use_item(item) if item.is_a?(RPG::Skill) Graphics.play_movie('Movies/' + item.movie) unless item.movie.empty? pay_skill_cost(item) end consume_item(item) if item.is_a?(RPG::Item) item.effects.each {|effect| item_global_effect_apply(effect) } end end
  17. Heya folks! While I was prancing around my college life and all that fun, cheery stuff, I came across a bit of an idea to allow one of the playable characters in my game to have access to different styles of weapons. Crystal, a rare breed of water/ice dragon, can manipulate the water in the air at her will, allowing her to essentially cloak herself to look almost completely human, and she can use the same ability to cast spells and so on. Now, this tactic has been built upon to also include the following: A scythe, a shield, claws, and her traditional staff. (Do note all of these are made out of ice) Each weapon has its own strong point, of course, like how the staff focuses her spells more accurately. The scythe gives her range, allowing for some great setups, but it does block her magic use due to her focus to keep its shape while fighting. The shield is self-explanatory, besides that it can also double as a group protector. Lastly, the claws allow multiple attacks and fast movement. This leads to my question: Is it good to approach this method? Or should I stick with one weapon?
  18. Hey everyone, wanted to bring this up. when you are fighting in battle there's some space next to your hero for states. However, things start to get muddled when there are more then 2 states. For example, what if someone's attack is down, they are confused and silenced? It doesn't seem seem like there is enough room for all those icons. therefore, one of them does not show up (though it probably still applies. How would you good people handle this? Have you encountered this problem before? Thanks!
  19. I've been pondering some fun, different weapons one could feature in a game. Not novelty items per sé, but weapons you don't normally see. I'm not talking about a one-off either. I'm talkin' about sets of weapons of increasing quality just like the traditional swords 'n' staves that will be used throughout the entire game. This one was the inspiration for this little exercise: Lawn Darts. There's a lot of younger people here that might not know what I'm talking about hence the link. So basically javelins, but made mostly of plastic. Obviously this would be a ranged weapon. Different metal tips would provide increasing grades. Maybe better aerodynamics, too. Possible variations could be enchantments to give them elemental/status/debuff effects or simply dip 'em in poison. Next up: Darts. The ones you find in a bar. If anyone here has ever played Runescape, you probably have seen or used darts as a weapon. That is the only game I've ever seen them in. I liked their uniqueness. Same concepts for these as the lawn darts. Blowguns. They shoot darts. (Anyone sensing a pattern here?) This weapon could be a combination of the gun and ammunition. Different styles of guns and types of darts could create some interesting combinations. Playing Cards. I have a somewhat specific idea in mind for these. The traditional way these are implemented is with some sort of "deck" system. Instead of that, each individual card is a separate and equipable weapon. Either they fire magic or manifest into an object i.e. sword, hammer, and strikes the enemy. The numbers represent the grade. Going all the way from 2 to Ace will take awhile so it'd have to be a pretty long game to implement this successfully. That's 15 grades. You could also add the Joker as an unpredictable weapon. The wildcard If you really want to have some fun, even add the Instruction Card. Maybe it bores the enemy causing Sleep. The suits present some fun possibilities. Four suits could be four different elements, but that's a bit cliché. I was thinking the shape of the symbol would represent the damage type. For example: Club: Blunt Club: Physical/Melee Spade: Pierce or Spade: Physical/Ranged Diamond: Slash Diamond: Magic/Melee Heart: Magic Heart: Magic/Ranged Cookware. The obvious choices would various kitchen knives and cleavers. However, who wouldn't want to charge into battle armed with a frying pan or a skillet? There can be other edged weapons in the form of sharp tongs and corkscrews. A meat tenderizer can be another blunt weapon, and salad tongs could be... grabby? There could be ranged weapons, too. A salad shooter with various vegetables as ammo. Salt and Pepper shakers (or better yer, SHOTGUNS!). Even a shotgun that shoots flour all over the place. Why? For that pesky rogue that cloaks himself or supernatural entity that becomes invisible. Spray some flour all over the battlefield to cover the lil' bugger, and reveal their location. Animals. This is hardly a new concept. A Beastmaster/Ranger that summons animals to attack. Usually they are enemies or fierce animals like lions, and tigers, and bears. Oh my! My idea was to have more ridiculous attacks. A starfish that flies at an enemy and attaches to their face, blinding them. An army of ants that swarm and deal damage over time and maybe lower a stat. A swarm of bees to sting the crap out of something and cause Poison. A scurry of squirrels (had to Google that one) to swarm and attack or simply distract the enemy with cuteness. Stuff like that. Instruments. This one isn't anything new either. It revolves around a vague game concept I had where the heroes are a metal band. The singer would master different notes as he leveled to use new attacks. Maybe a mic stand as a melee weapon to boot. Then there's the lead and bass guitarists. Their axes would be melee weapons plus various riffs could be attacks. Much like the singer they master chords as they go on. Lastly there's the drummer who purely uses ranged attacks. He learns various trills and rhythms as he levels. The game would have a sort of ATB system. The player would have a certain amount of time to select all four members' attacks. Different combinations of attacks have different effects. Maybe add a rhythm/timing element where if you select the skill at the right time, you get a bonus. It's a vague idea, but that's the jist of it. I'm curious to hear your thoughts, comments, and ideas. C'mon community! Whadaya got?
  20. I wanted to make another form of currency, how would i go about making a variable change after battle? Would I need a script? I went to the troops section and looked through list and conditions and there was no battle end or whatever, is there a way to go about it?
  21. Time to choose sides once again... the side of light and cute with me, or the side of dumb petty tyranny with pumpkin faced Devil Jack. ... Or I guess everyone could just hang out and eat snacks like last time. Uh, Anyway! How about it? Who will side with me and oppose the same petty wannabe evil who tries to come back and fails every year?
  22. You see, one of my characters is a necromancer and I was trying that she has the spell to summon an undead in the middle of the battle, I wanted the undead to be an actor that only shows up in the middle of the battle, with the same level as the necromancer and goes away at the end of the battle, but I having problems with the common events and I am unable to summon the undead. Any ideas in how make this happen?
  23. I've been having a rather weird issue with the enemy AI. Particularly, a battle with two healers (acting as an introduction to the enemy and its attack patterns before the player may need to start fighting them alongside more threatening foes). However, I've run into a bit of a weird problem. No matter what, they'll only ever cast Heal on [Enemy] Actor B. I've played the fight out several times, and it's the same every time. Has anybody else seen this happen, and found a solution?
  24. So i need help with knowing how to make custom animations for battles, but i have no idea how to do dimensions. I have tried GCH to make it and it hasnt helped, any tips how to make Animation Assets?
  25. I have an event where the player talks to an NPC, then a lengthy timer starts. After the timer expires, the player can revisit said character for a reward. Things were going fine until I discovered during testing that the game automatically ends battles if the timer hits 0. I can't be having that, especially since this particular timer has no relationship with game progress, but I haven't been able to come up with a functional solution. Common events don't run during battle, so I can't use them to stop the timer, nor can I use them as a makeshift timer with variables. Battle events don't activate with enough precision to trigger immediately when the countdown hits :01 to stop the timer before the battle is aborted. The only solution I've been able to come up with is putting some kind of warning of the issue in the game so the player knows to be wary around triggering battles as the timer his closing in on 0, but that's just sloppy. The only possible solutions I can think of now are either a way to make it so either timers don't abort battle, or common events run during battle. Assuming scripts or methods of those exist however, those would pose problems of their own because I have other timers that do benefit from aborting battles (i.e. those tied to game overs), as well as common events that depend on not running during battle (i.e. those that passively control certain variables). Therefore, those possible fixes would need to be capable of specifying themselves to individual circumstances. It seems like a hopeless endeavor, but if anybody has any helpful advice I'd certainly appreciate it.