-
Content Count
1,021 -
Joined
-
Last visited
-
Days Won
23
Content Type
Profiles
Forums
Calendar
Blogs
Gallery
Everything posted by Glasses
-
Damage Formulas 101 MV Edition You probably wondered how to make a skill do more damage against enemies with a state, or heal more if player has a state, or deal exactly half of enemy's HP. And so on. All of that and more can be done through custom damage formula. Basics: Type - sets what does the formula damage or heal. None - Nothing, no damage will be dealt. HP Damage - HP will be damaged MP Damage - MP will be damaged HP Recover - HP will be restored MP Recover - MP will be restored HP Drain - Deals damage to enemy HP and restores that much HP for attacker MP Drain - Deals damage to enemy MP and restores that much MP for attacker Element - Sets which element to use. Normal attack - means will use same element as weapon. Variance - How will damage fluctuate. E.g. If skill formula says it deals 100 damage and variance is 20%, the skill will deal between 80 and 120 damage. Critical - Can skill critically hit, dealing increased damage by 300%. And now, the actual fun part - formulas! It decides how much damage will opponent take or ally will heal. Let's dissect one of basic formulas that come with RPG Maker MV - Fire 100 + a.mat * 2 - b.mdf * 2 What do things like a and b mean? a - attacker b - defender So if Actor Glasses were to cast Fire on a Slime. a would be Glasses and b would be Slime. Meaning the takes double of Glasses mat (Magic Attack) parameter and subtracts double of Slime's mdf (Magic Defense) parameter and adds that to the 100 in the beginning ofthe formula. E.g. Glasses has 100 mat and Slime has 20 mdf. If we were to convert fomula using those numbers, we'd have - 100 + 100*2 - 20*2, after calculation we see with those parameters Fire would deal 260 damage if there were no variance. But only last number in the formula deals damage. If you had 2 lines of formula. (semicolon ; tells where line ends for the program) E.g. a.atk; a.atk*2 Only a.atk*2 would be calculated for damage. Are there more letters other than a and b for the formulas? Yes. There are variables. Which are used like this: v[iD]. ID - index of the variable. So you could have a skill that gets stronger the higher variable is. E.g. v[10] * 2 - b.def * 3 Is there a way to make skill even more complex, e.g. if some variable is over 100, deal extra damage? Yes, in that case we can use if else statements. How if else statement looks: if (statement) { formula1; } else { formula2; } But how to write it to the damage formula? It only has 1 line! Just write everything together~ if (statement) { formula1; } else { formula2; } E.g.: if (v[10] > 100) { a.atk*4 - b.def*2 } else { a.atk*2 - b.def*2 } Which can be shortened to this if you're using only 1 line of formula. if (statement) formula1; else formula2; E.g.: if (v[10] > 100) a.atk*4 - b.def*2; else a.atk*2 - b.def*2; And you can shorten it even further using ternary operator (my favorite one): statement ? formula1 : formula2; E.g.: v[10] > 100 ? a.atk*4 - b.def*2 : a.atk*2 - b.def*2; Symbols for statements: > - more than < - less than >= more than or equal to <= less than or equal to === equal to && and || or !== not equal ! not Examples: v[10] > 100 ? 1000 : 100; (If variable 10 is more than 100, it'll deal 1000 damage, else it'll only deal 100) v[10] < 100 ? 1000 : 100; (If variable 10 is less than 100, it'll deal 1000 damage, else, it'll only deal 100) v[10] >== 100 ? 1000 : 100; (If variable is 100 or more, it'll deal 1000 damage, else it'll only deal 100) v[10] <== 100 ? 1000 : 100; (If variable is 100 or less, it'll deal 1000 damage, else it'll only deal 100) v[10] === 100 ? 1000: 100; (If variable is equal to 100, it'll deal 1000 damage, else it'll only deal 100) v[10] > 50 && v[11] >== 25 ? 1000 : 100; (If variable 10 is more than 50 and variable 11 is 25 or more, it'll deal 1000 damage, else it'll only deal 100) v[10] > 50 || v[11] > 50 ? 1000 : 100; (If variable 10 is more than 50 or variable 11 is more than 50 then it'll deal 1000 damage, it'll only deal 100) v[10] !== 100 ? 1000 : 100; (If variable 10 is not equal to 100, it'll deal 1000 damage else it'll only deal 100) What about parameters to use for a and b? Here's a whole list of them: Current: (All flat numbers, e.g.: 900, 999, 11) level - current level (Actor only by default) hp - current hp mp - current mp tp - current tp Params: (All flat numbers, e.g.: 1337, 7331, 156) mhp - max hp mmp - max MP atk - attack def - defence mat - magic attack mdf - magic defence agi - agility luk - luck XParams: (All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%) hit - Hit rate eva - Evasion rate cri - Critical rate cev - Critical evasion rate mev - Magic evasion rate mrf - Magic reflection rate cnt - Counter attack rate hrg - HP regeneration rate mrg - MP regeneration rate trg - TP regeneration rate SParams:(All decimal numbers symbolizing percent, e.g. 1.0, 0.5, 0.75, 2.44 would be 100%, 50%, 75%, 244%) tgr - Target Rate grd - Guard effect rate rec - Recovery effect rate pha - Pharmacology mcr - MP Cost rate tcr - TP Charge rate pdr - Physical damage rate mdr - Magical damage rate fdr - Floor damage rate exr - Experience rate How about changing HP/MP/TP? gainHp(value) - restores HP by value gainMp(value) - restores MP by value gainTp(value) - restores TP by value setHp(hp) - sets HP to value setMp(mp) - sets MP to value setTp(tp) - sets TP to value E.g. a.setHp(a.mhp) E.g. a.setHp(a.hp + 100) clearTp() - sets TP to 0 What about advanced stuff where you can influence formulas with states? We got all that! isStateAffected(stateId) - checks if battler has state inflicted to them. E.g. b.isStateAffected(10) ? 10000 : 1; isDeathStateAffected() - checks if battler has death state inflicted to them. E.g. b.isDeathStateAffected() ? 10000 : 1; resetStateCounts(stateId) - refreshes how long state will last for the battler if (b.isStateAffected(10)) b.resetStateCounts(10); 100 updateStateTurns() - shortens all states on battler by 1 turn b.updateStateTurns(); 100 addState(stateId) - adds state to the battler if (!b.isStateAffected(10)) b.addState(10); 100 isStateAddable(stateId) - checks if state can be added to the battler c=100; if (b.isStateAddable(10)) b.addState(10); else c=4000; c removeState(stateId) - removes state from the battler if (a.isStateAffected(10)) a.removeState(10); 0 What about buffs? Can we buff and debuff battlers? Yes! addBuff(paramId, turns) - adds a buff for a parameter a.addBuff(0, 3); b.def*10 addDebuff(paramId, turns) - adds a debuff for a parameter b.addDebuff(2, 10); 9999 removeBuff(paramId) - removes a buff or debuff from a battler removeAllBuffs() - removes all buffs and debuffs from a battler Parameter IDs 0 - Max HP 1 - Max MP 2 - Attack 3 - Defence 4 - Magic Attack 5 - Magic Defence 6 - Agility 7 - Luck General Battler Stuff die() - kills the battler b.die(); 0 revive() - revives the battler a.revive(); 1000 paramBase(paramId) - gets base parameter a.paramBase(3)*10 - b.def*2 paramPlus(paramId) - gets the bonus of parameter a.paramPlus(3)*2 - b.def*2 paramMax(paramId) - gets max possible value of parameter b.paramMax(0) elementRate(elementId) - checks element rate of the battler (rate being decimal numbers representing %) b.elementRate(10) >== 0.5 ? 10000 : a.mat*4; isStateResist(stateId) - checks whether the battler resists state c=0; b.isStateResist(10) ? c+=2000 : b.addState(10); c isSkillTypeSealed(stypeId) - checks if battler's skill type is sealed isSkillSealed(skillId) - checks if battler's skill is sealed isEquipTypeSealed(etypeId) - checks if battler's equip type is sealed isDualWield() - checks if battler can dual wield isGuard() - checks if battler is guarding recoverAll() - removes all states, restores HP and MP to max hpRate() - checks HP rate of battler mpRate() - checks MP rate of battler tpRate() - checks TP rate of battler b.hpRate() < 0.5 ? b.hp-1 : 100; isActor() - checks if battler is actor isEnemy() - checks if battler is enemy escape() - escapes from battle b.escape() (makes enemy run away) consumeItem(item) - eat up an item a.consumeItem($dataItems[15]); 100 For actor only: currentExp() - current EXP currentLevelExp() - EXP needed for current level nextLevelExp() - EXP needed for next level nextRequiredExp() - EXP left until next level maxLevel() - max level of actor isMaxlevel() - is actor max level (true/false) hasWeapon() - is actor wielding a weapon (true/false) hasArmor() - is actor wearing any armor (true/false) clearEquipments() - unequip everything actor is wearing isClass(gameClass) - checks if actor is of a class (gameClass - $dataClasses[iD]) hasNoWeapons() - checks if actor doesn't have any weapons levelUp() - levels actor up levelDown() - level actor down gainExp(exp) - gives actor exp learnSkill(skillId) - makes actor learn a skill forgetSkill(skillId) - makes actor forget a skill isLearnedSkill(skillId) - checks if actor has a skill learned actorId() - returns Actor's ID For enemy only: enemyId() - returns Enemy's ID What about Math? Can we use Math methods inside the formula? Yup, you totally can. Math.random() - returns a random number between 0 and 1 (0 <= n < 1) Math.min(numbers) - returns a minimum number from provided numbers. E.g. Math.min(10, 50, 40, 200) - would return 10. Math.max(numbers) - returns a maximum number from provided numbers. E.g. Math.max(10, 50, 40, 200) - would return 200. Math.round(number) - rounds a number to nearest integer. Math.ceil(number) - rounds the number up to nearest integer. Math.floor(number) - rounds the number down to nearest integer. Math.rand() returns a number between 0 and 1, but can we get a random number between 1 and 100? Or 5 and 200? No problem: Math.floor(Math.random()*100)+1 ^ That would return a number between 1 and 100. If we didn't add 1 at the end, it'd only return a number between 0 and 99. But that's a lot of text? Could we simplify somehow? Thankfully, there's a method in rpg_core.js that adds Math.randomInt(max); So we can write the same using: Math.randomInt(100)+1 If you have any questions, feel free to ask or discuss various ways to make specific skills.
-
Author: Mr. Trivel Name: HP MP TP Colors & Names Created: 2016-03-20 Version: 1.1 What does it do? Changes colors and names of HP, MP and TP. Purely graphical. Screenshot: How to use? To set colors for actors/classes, use the following tags in the note fields: (Color is in HEX) (If Class and Actor has same tags, Class takes priority) <HPName: Name> <MPName: Name> <TPName: Name> <HPColor: #Color1, #Color2> <MPColor: #Color1, #Color2> <TPColor: #Color1, #Color2> Examples: <HPName: QP> <MPName: BP> <TPName: RP> <HPColor: #23b94d, #60e021> <MPColor: #D02E2E, #ED5757> <TPColor: #e29a00, #f8f4b2> Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Name: Pickboard Version: 1.1 Author: Mr. Trivel Created: 2016-02-16 What does it do? Allows players to pick rewards from a board of tiles and costs some currency - be it gold or items. Video: Features: Setting up multiple different sized boards. Rewards ranging from nothing to items/weapons/armor or gold. Any amount of it. Resetting the board without having to re add all rewards. Saving is board completed state to a Switch for eventing use. How to use? Everything is set up using Plugin Calls. We have the following ones: Pickboard Start [board ID] [X] [Y] - creates empty board with X Y dimensions Pickboard Reset [board ID] - resets board of ID to empty state Pickboard IsComplete [board ID] [switch ID] - Saves answer to a switch Pickboard AddReward [board ID] [RewardType] [iD] [Amount] [Tiles] [iconID] - Adds rewards Pickboard SetPrice [board ID] [PriceType] [iD] [Amount] [iconID] - Picking isn't free, right? Pickboard Enter [board ID] - go the scene with pickboard of ID Pickboard SetBackground [board ID] [imageName] - Changes background of pickboard Pickboard OpenTiles [board ID] [NumberOfTiles] - opens a number of tiles [board ID] - ID of the board you're changing [X] - Width of the board [Y] - Height of the board [switch ID] - ID of the switch to save board's state [RewardType] - a, w, i, g, v - armor, weapon, item, gold, variable [PriceType] - a, w, i, g, v - armor, weapon, item, gold, variable [iD] - ID of item, if [Type] is gold -- then ID is irrelevant [Amount] - How much should be reward if adding it or taken if setting price [Tiles] - How many tiles on board has this reward Example of calls: Pickboard Start 3 5 5 Pickboard Reset 3 Pickboard IsComplete 3 173 Pickboard AddReward 3 a 4 1 5 Pickboard AddReward 3 g 0 1000 10 Pickboard AddReward 3 i 1 5 7 Pickboard SetPrice 3 i 5 1 Pickboard Enter 3 Sample pickboard setup from video: Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Images: Image files: <MediaFire> Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
-
Name: Book Menu Version: 1.1 Author: Mr. Trivel Created: 2016-03-10 What does it do? Changes command based menu into picture based menu. Screenshot: How to use? Open up MrTS_BookMenu.js plugin in your favorite text editor and scroll down to the part where it says "SET COMMANDS HERE" - follow instructions from there. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel. Images Used: Big Book Small Book Bag​
-
What does it do? Adds color coding to items. Author: Mr. Trivel Name: Item Colors Created: 2015-10-26 Version: 1.0 Screenshot: Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Just practicing.
-
Author: Mr. Trivel Name: Crafting Created: 2016-03-27 Version: 1.0 What does it do? Allows players to craft items. Video: How to use? First, you'll need 2 new files in data folder: Recipes.json Disciplines.json Recipes file will hold all recipe data and Disciplines file will hold data about disciplines. I *highly* recommend checking sample files that are located in the demo of this plugin. Discipline object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - to identify which disciiplice is which and for plugin calls. ID > 0 "Name" - how discipline is called "IconID" - icon for discipline "ExpFormula" - leveling formula for discipline, level stands for current discipline level "MaxLevel" - max possible discipline level "Categories" - Categories to organize items when crafting "Background" - Give a background to crafting. Leave it empty - "" to use default background. Images go into img\System Recipe object looks like this: And file structure looks like this: [ null, object, object, ..., object ] "ID" - To know which recipe is which. ID > 0 "Name" - How it appears in crafting window "IconIndex" - Icon for recipe "Result" - What items and how many of them result by crafting it, can be more than one item. "Requires" - What items and how many of them are required to craft it. { "Type" - item type - "weapon", "item", "armor" "ID" - item ID "Amount" - how much of the item } "Discipline" - which disicipline's recipe is this "Category" - under which categories will item be shown, can be multiple "XP" - XP given for the discipline "LevelReq" - Discipline level requirement to craft it "Learned" - how is the recipe learned - "start" - from the start, "command" by plugin command, "levelhit" - unlocks automatically when hits required level Plugin Commands: Crafting Start [DISCIPLINE_ID] - opens scene to craft with discipline Crafting GainExp [DISCIPLINE_ID] [EXP] - give exp to certain discipline Crafting Learn [RECIPE_ID] - learn a specific recipe Examples: Crafting Start 3 Crafting GainExp 1 100 Crafting Learn 5 Script Calls: $gameSystem.getDisciplineExp(DISCIPLINE_ID) - returns EXP of a discipline $gameSystem.getDisciplineLevel(DISCIPLINE_ID) - returns LEVEL of a discipline $gameSystem.isRecipeKnown(RECIPE_ID) - returns if recipe is learned $gameSystem.knownRecipesNumber(DISCIPLINE_ID) - returns amount of recipes known Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Demo: <Link: Mediafire> Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free non-commercial projects. For commercial use contact Mr. Trivel.
- 3 replies
-
- 2
-
-
- synthesize
- create
- (and 5 more)
-
mrts Tiny World
Glasses posted a topic in Archived Games -Projects that have been inactive for 12 months are stored here.
You play as a <Character Class> who found himself/herself in some world. Uncrossable river, seas, mountains, there’s no escape and so he dives straight into a dungeon to search for an escape route from it. Knight - Sturdy warrior from unknown lands seeks to escape back to them. Archer - Nimble archer capable of piercing through toughest defenses with her arrows. Wizard - No one knows how long he lived by this point or how long this Elder will live. Rogue - It wasn't your imagination that some shadow just moved, it was this lady. 30+ enemies 40+ dungeon floors 3-4 playable characters Bosses to wreck Engine: Kadokawa/Enterbrain Graphics: Jerom Font: Ed Merritt Music: Eric Skiff Plugins: Mr. Trivel Yanfly - CoreEngine- 1 reply
-
- 13
-
-
- rpg maker mv (games in progress)
- the showroom
- (and 4 more)
-
Version 1.1 - Fixed disappearing members. - Fixed removing members from party. Version 1.1a - Fixed Lv being out of window in default resolution.
-
Name: Party Manager Version: 1.1a Author: Mr. Trivel Created: 2016-03-28 What does it do? This plugin allows player to change their party and see which members are available to change into. It also allows to set a specific party member amount or specific party members to be used. Video: How to use? Set up plugin parameters if needed and use the following plugin parameters: PartyManager Open - Opens Party Manager Scene PartyManager Require [AMOUNT] - Require a specific amount of members in party- 0 for any amount PartyManager MustUse [iD] - Must use actor of ID in party PartyManager MustUseRemove [iD] - Remove needing actor of ID PartyManager MustUseClear - Remove all needed actors PartyManager Add [iD] - Add a member to party manager PartyManager Remove [iD] - Remove a member from party manager PartyMangaer Lock [iD] - Lock a member in party manager (make unselectable) PartyManager Unlock [iD] - Unlock member in party manager (make selectable) PartyManager MenuLock - Disable command in menu (grey out) PartyManager MenuUnlock - Enable command in menu Examples: Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
-
Name: Simple Replace Skill Version: 1.0 Author: Mr. Trivel Created: 2016-06-06 About the plugin: Want to remove some other version or magic spell or maybe even a few? This plugin makes it so when you learn a skill, it can remove unwanted skills. Screenshot: Was removed by a skill. How to use? To replace a skill when it's learned use the following tag: <ReplaceSkill: ID, ID, ..., ID> Any amount of IDs work. Example: <ReplaceSkill: 5, 7, 9> <ReplaceSkill: 5> First example would remove skills 5, 7 and 9 after learning. Second example would remove skill 5 after learning. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Here you go: http://www.rpgmakercentral.com/topic/38709-simple-item-tracking/
- 1 reply
-
- 1
-
-
Name: Simple Item Tracking Version: 1.0 Author: Mr. Trivel Created: 2016-06-06 About the plugin: Adds a small window above gold window (or in place of your choice) that shows tracked items and variables. Screenshot: How to use? Change tracker name and tracked amount colors in plugin manager. To add tracking use the following plugin calls. For adding items to the tracker use this: AddTracking [TYPE] [iD] [TYPE] - item, armor, weapon [iD] - ID of the item/armor/weapon Example: AddTracking item 1 AddTracking weapon 3 For adding variables to the tracker use this: AddTracking Variable [VARIABLE_ID] [iCON_ID] [NAME] [VARIABLE_ID] - ID of the variable to track [iCON_ID] - Icon to show in the tracker [NAME] - Name to show in the tracker Example: AddTracking Variable 5 17 "Bosses" To remove items or variables from being tracked, use such plugin command: RemoveTracking [TYPE] [iD] [TYPE] - item, armor, weapon, variable [iD] - ID of item/armor/weapon/variable Example: RemoveTracking variable 5 RemoveTracking armor 7 Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
@Ragnos, Haven't tested it, but from I see, the "Requires" items aren't split into objects. This should make it work: "Requires": [{ "Type": "item", "ID": 366, "Amount": 1 }, "Type": "item", "ID": 359, "Amount": 1 }, "Type": "item", "ID": 358, "Amount": 1 }, "Type": "item", "ID": 357, "Amount": 1 }],
- 3 replies
-
- synthesize
- create
- (and 5 more)
-
Name: Error Stack on Screen Version: 1.0 Author: Mr. Trivel Created: 2016-05-16 About the plugin: QoL improvement to show error stack on screen for easier bug reporting. Screenshot: How to use? Plug and Get Errors. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Name: Menu Music Version: 1.0 Author: Mr. Trivel Created: 2016-05-16 About the plugin: Don't want default map music playing in Menu? Shop? Crafting menu? This plugin allows to change their music to something you'd like instead. Maybe some calming music for menu so players can relax from a difficult dungeon or something uplifting for shopping. Video: How to use? Set BGM for Menu and Shop in Plugin Parameters. You may as well add Bgm to custom scenes (E.g. Crafting), to do that, open up this plugin in your favorite text editor and scroll down to: *EDIT HERE*, it'll have a couple sample entries you can look at, add custom entries there. Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Something like this? (Didn't test, but the idea should be right) class Game_Actor < Game_Battler alias :mrts_xparam :xparam def xparam(xparam_id) value = mrts_xparam(xparam_id) if (xparam_id == 2) value += param(7) #or something end return value end end
-
It's a sum of features. def xparam(xparam_id) features_sum(FEATURE_XPARAM, xparam_id) end E.g. crit being 2. It grabs all features from equipment, class, actor, enemy, state, etc and grabs all features they have with specific code and id. Crit being code 22 and id 2.
-
Name: Save Items Version: 1.0 Author: Mr. Trivel Created: 2016-05-13 About the plugin: Maybe you wanted to have different groups of actors going through story, or maybe the party split up for the next encounter and moving on their own. And that requires the party to remove currently held items, so another party moves on with their story. In that case, this plugin does just that. Screenshot: Another party has it. How to use? Save items by using following plugin commands that suits items you have: SaveItems All SaveItems Items SaveItems Armors SaveItems Weapons SaveItems KeyItems Reclaim saved items by using the following plugin commands: ReclaimItems All ReclaimItems Items ReclaimItems Armors ReclaimItems Weapons ReclaimItems KeyItems Keep some items in your inventory before sending all of them away: KeepItems Items [iDs separated by space] KeepItems Armors [iDs separated by space] KeepItems Weapons [iDs spearated by space] Example: KeepItems Armor 1 2 3 6 7 Clear item to be saved list with the following commands: KeepItems Clear All KeepItems Clear Items KeepItems Clear Armors KeepItems Clear Weapons Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Version 1.1 - Fixed actor image positions. - Added actor states into windows. - Fixed party window jumping. - Hid Actor Command Window when selecting target. Version 1.1a - Fix for Actor Command Window when going back to party command window.
-
Name: Actor Portraits in Battle Version: 1.1a Author: Mr. Trivel Created: 2016-01-18 What does it do? Shows Actor's portraits/battlers in battle. Video: How to use? Put actor images into img\system folder named "Actor#.png" where # is Actor's ID. Example: Actor5.png Actor133.png And you're good to go. Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
-
Name: Quicksand Version: 1.3 Author: Mr. Trivel Created: 2015-11-27 What does it do? Allows regions to sink players and events in. If player sinks in completely - game over screen or common event can be executed. Screenshots: How to use? Set up tags Map Note. Full setup looks like this: <quicksand: [iD]> SinkSpeed: [FLOAT] SlowDown: [FLOAT] MaxSlowDown: [FLOAT] MaxSink: [iNT] SinkReached: [Common Event ID/0/-1] Dash: [true/false] CutOff: [true/false] </quicksand> What each of those do: <quicksand: [iD]> - start of region data, [iD] is for which region will it apply </quicksand> - end of region data SinkSpeed: [FLOAT] - How fast characters sink in SlowDown: [FLOAT] - How slower characters move per sink in MaxSlowDown: [FLOAT] - Slowest characters can move E.g. 0.5 MaxSink: [iNT] - Lowest possible sinking point (E.g. 30) SinkReached: [Common Event ID/0/-1] - What happens after player sinks in. 0 - nothing, -1 - Game Over, >0 calls Common Event of that ID. Dash: [true/false] - Is player allowed to Dash while in this region CutOff: [true/false] - Cut off part of sprite depending on sink in? Is it possible to set multiple regions on same map? Yes. Settings I used for the screenshot: Can I make events unsinkable? Yes. Just add <Unsinkable> to Event's note field. Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for non-commercial projects. For commercial use contact Mr. Trivel.
-
Name: Passive Skills Version: 1.0 Author: Mr. Trivel Created: 2016-05-12 What does it do? Allows skills to give passive bonuses to actors. Screenshot: None. How to use? Use the following tag on the skills you'd like: <Passive: [sTATE_ID]> This means skill will give all bonuses state with that ID gives. Example: <Passive: 11> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects. How to use?
-
Version 1.1 - Removed item categories from shop scene.
- 2 replies
-
- categories
- removed
-
(and 2 more)
Tagged with:




