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Found 43 results

  1. I was wondering, why, in Turn Based Battle Systems, each character do a separate attack, there are of course some exceptions (Chrono Trigger, as well as some others, I think) So, this question came to my mind : "How could a game work, if the entire party do a single attack per turn ?" After some thinking, I've found a way to implement this into a game, without making it boring, as well as having classes, like a lot of others RPGs : Each member of the party has a specific role, each role's action will define a different aspect of the attack. Then, I've found a theme which would fit this battle system; a (small) orchestra, and here is how I picture it : First, we have the Conductor, he define the scope of the attack, depending on the scope, the attack get a power buff or debuff Secondly, come the Instrumentalist, who define the "form" of the attack, one single hit, multiple small hits, ... Thirdly come the Piano (or any equivalent), who define the element of the attack, or give bonuses to the attack Lastly, we've got the Backing, who can add states to the attack, as well as others perks Here's an example : 1 - The Conductor chose to Improvise --> 1 random enemy, +20% power (don't work with 1 enemy only) 2 - The Instrumentalist (playing a brass) chose to perform a Bolero --> 3 small attacks, 40% power each, - 10% hit rate (here, one new random enemy is selected) 3 - The Pianist chose to play it in Minor --> Element Table : Brass + Minor = Fire 4 - The Backing chose to play a riff --> +20% damage variation Which give, 3 fire element 48% power attack on a different random enemy with a normal hit rate and with 25% damage variation Different instruments would allow different gameplay, e.g. a brass instrument only allow Shadow, Fire and Earth element, and only enable HP damage skills, or a rubbed strings (not sure for this one) would allow Light, Shadow and Water, as well as focusing on Life Steal So, is this idea worth continuing ?, and how hard would it be to implement ? NB : Sorry if this post is a bit messy, it is my first one
  2. So, I have a bomb skill. The scope of the skill is set to All Enemies, and the formula is this: (112 * 2.25)/$game_troop.alive_members().length - b.def However, if I target two enemies, for example skeletons, and Skeleton 1 dies before Skeleton 2 is hit, Skeleton 2 takes the same amount of damage as it would if it was the only one alive at the start of the skill. If the skeletons have 10 DEF and 120 HP, the first one takes 116 damage, and the second takes 242. With three skeletons, the skill works properly on the first hit - all skeletons take 74 damage - but on the second, after Skeleton 1 takes 74 damage again and dies, Skeleton 2 takes 116 damage, and Skeleton 3 takes 242. How can I change this skill so that even if Skeleton 1 out of 3 dies, Skeletons 2 and 3 will still take 74 damage? Even if Skeleton 1 out of 2 dies, Skeleton 2 will still take 116 damage? Edit: Fixed the b.def subtraction. I imagine this would have to be done with some other script call. Another gripe I have with the skill is that it plays the animation once per monster, instead of on all monsters at the same time, but I remember reading that that can be remedied with a notetag in Yanfly's Battle Engine. I'll test that after I get this fixed.
  3. I need some help understanding Accuracy/Evasion in RPG Maker VX Ace. I know there are invisible "ex-parameters" called HIT and EVA which default to 0% but can be modified in the Features or Effects sections of various tabs; however I have thus far been unable to find the formula for how this affects chance to hit. The program's Reference Material says only "if accuracy on the attacking side is 90% and avoidance on the target side is 10%, avoidance will be 10% of 90%, resulting in the overall accuracy being calculated at 81%," which is unclear to me. 1. What is the default formula for HIT/EVA in VX Ace? 2. Can the HIT/EVA formula be modified (for instance to factor in AGI)?
  4. In my project, whenever I apply a state that has the "Attack an ally" property on it to an enemy, the enemy that received the state will not do anything when its turn arrives. However, this only occurs on the same turn that the enemy received the state, once that turn passes, the enemy will attack its allies as it's supposed to. For a more detailed explanation, let's say that I have a "Confused" state in my game that has the "Attack an ally" property and lasts for 4 turns. If I apply the Confused state to an enemy, the enemy will not do anything on turn 1 of the state's duration, but on turns 2-4, it will behave normally. Is there anyone who knows what could possibly be causing this?
  5. KirbyStarSword

    Coders needed

    Howdy Everyone its me kirbyStarSword I am looking for Coder that is freely to help with our project. i'll give credit to coder for volunteering to the project, thank you and have a nice day. (Reason: It's the Battle system,(aka. action commands). which is timed hits i know galv timed hit and TSBS script it's good, but Galv's scripts does it not have the early or late timing its too perfect input. and for TSBS it takes longer to make other sprite and it dosent show how to input timed hits, maybe i wasn't looking or i did. and the hiring for Coder. i rather the feel like coder more than hiring it too much to waste. but I still give High credit to the coder anyway). Needed help with: -Action command (which like i said Timed hits)Defend/Attack/Skill Most of the information will be in game in Development topic don't want to put to much information to the recruitment
  6. (Important Note: The Lortrec Project's engine is RPG Maker VX Ace, not RPG Maker MV) Hello everyone. Well, as some of you may (or may not) know, I am planning to revive the Lortrec Project sooner or later at some point in time, possibly still in 2017. However, one of the first things I would like to immediately change in Lortrec: Uprising is the current battle system I'm using. I'm actually pretty tired of turn-based battle systems, whether I'm using an ATB (Active-Timed Battle) System or not, it just doesn't satisfy me anymore with how unfairly easy or unfairlly hard it can be, how slow or fast things can get, and not even my balancing measures will be able to solve these problems because, to me, it is a flaw within the very system. Now, I'm not saying this with the intent of upsetting anyone who enjoys this system, but rather trying to look for alternative systems that may satisfy me and fit exactly what I need, based on the game's overall style. In this topic, I would like to request your opinion, but mostly your suggestions on a new battle system. Yes, I have considered an ABS (Active Battle System), but at this point in the game, doing the entirety of battle-related things from the very beginning will be an exhausting process that will cause the game to be even furtherly delayed, including the fact that most ABS scripts out there, even the most popular ones, are not well optimized and may cause the apperance of many more difficulties. Back to what I initially wanted to ask of all of you: What suggestions do you have for a new/different battle system? Feel free to give more than one example.
  7. 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.
  8. _____

    Need battle system done.

    EDIT: The other scripts besides the battle system I needed have now been taken care of, I just need the battle system. I will give 100 USD for the battle system. Hello everyone. I'm looking to hire someone to create a script for a 2d battle system and a few other small things in RPG Maker VX Ace. here are the details: These are the terms: These are detailed descriptions of the script i'm asking you to create: I'd need the battle system, or at least a majority of it, done by the end of march 2017 Thanks for reading.
  9. lonequeso

    Unique Weapons

    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?
  10. I'm having trouble choosing which battle system should i use, mog's linear motion battle system or Yami's symphony battle system. Can you guys help me out? (sprites/battlers is not a problem.) My game is jrpg inspired game. I really need your advice/suggestions so i can move on and start creating my battlers.
  11. Today while doing Battle Tests I encountered an error message reading "Unable to find file: Graphics/Battlers/Slime-Spritesheet" while running a basic battle with the default Slime battler. The strange thing about this is, it was working fine last night. This error occurs with every enemy in the database. While under the Enemies tab I can select battler pictures from my resources and the image appears fine. The image even appears correctly under the Troops tab. The issue is with Battle Tests. I figured this problem was from a script I installed last night called Animated Enemies by Rhyme. Battle Test worked fine last night, with custom battlers and default characters.The script wasn't making any difference though so I removed it. Now, with the script gone Battle Test don't work anymore. Things I've tried but still encounter the issue with: 1. Removing all battle related scripts 2. Adding a custom spritesheet named Slime-Spritesheet under Graphics/Battlers If anyone has any ideas how to fix this, please let me know. Any suggestions would be greatly appreciated!
  12. Necromedes

    Commercial Battle System

    I have attempted to have this script made before but perhaps the promise of a monetary reward will urge people to work with me on this. I need a custom battle system made that mimics a similar style of the Lunar games. The following videos will demonstrate what I mean. I will need whoever takes this job to work with me as to how the system should work, how its mechanics and features will be set up and be in open contact with me in case there are any changes that I need made or additional features to be added. PM me here or message me on skype (let me know who you are and remind me of the topic so that I do not dismiss you as a bot) and we can discuss our potential dealings, costs and whether or not you will be able to take on the job. Thank you for your time.
  13. In RPG Maker, actors can receive exp by defeating enemies in battle. When all enemies are defeated, the victory processing will occur, and actors will receive exp from the battle. However, this means that if you were to escape before the battle was over, your actors would not receive any exp even if they defeated some enemies. This plugin changes the way exp is obtained. Instead of only on battle end, exp is received whenever you perform an action. For example, if an actor attacks an enemy, exp calculation will occur and if the actor earns exp from that attack, the actor will receive that exp immediately, and potentially level up on the spot. Action exp can also be obtained outside of battle, depending on the rules you have set up for your exp calculations. With this plugin, actors will be rewarded immediately for their actions, which provides you with some additional mechanics that you can use. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  14. Ok simply put, in the game I'm working on, when our Main character gets to this magical world she discovered that Battle in this world plays by certaine rules (turned based combat ala genral RPG) However, because she's from another world, she's not tied by these laws, and by being in combat with her, her team mates and opponents are also freed from these restrictions, so Basically I need to know if it's possible for the game to switch between battle systems? A turn based battle system for if the Main character is on the team. and a freeform battle system when she is.
  15. CrowTheAlmighty

    Bullet Hell battle system?

    Firstly, yeah, this is from Undertale but I have a small difference in mind For those who don't know, in Undertale, when your opponent attacks, you are put in a small 'bullet hell' style puzzle, where the opponent sends attacks and you simply need to dodge them. Now I'd like to use this except with a few changes (Lets see what you think): - When you attack, you see the opponent but when they attack, the screen pans down and shows you with the battlefield and this shows where you can run to dodge - I'd love to be able to make each skill have its own bullet hell and maybe even 3 variants of each - Sprites reacting to attacks would be neat. I mean like if resistant, they'll flinch. Critical, they will almost fall over Anyone know if this is even possible?
  16. Hi! I'm totally new to VX Ace (and RPG Maker in general), but I'm trying to puzzle my way through my first game. What I'm hoping to do is something similar to the new (non-RPG Maker) game, Undertale. In that game, you can beat up monsters like any normal JRPG, but there's another option. You can talk to them, dance with them, etc. and either befriend them or scare them away or come to any other number of pacifistic resolutions. Is something like this possible in VX Ace? Preferably without scripting, because I know less than nothing about that. Ideally, it would work like this: Character A has a skill called 'Console.' Character A could use this skill in battle. Meanwhile, the monster would attack as normal. After using Console X number of times, the monster is calmed and the battle finishes. Different monsters may require the skill to be used more than once. Or in combination with another skill ('Hug', 'Cheer up', etc.). It would need to be contextual to the monster. Bonus bits: It would be great if using the correct combination of skills caused the enemy give different XP/Gold than if it were defeated through physical means. (Or perhaps none at all, maybe it escapes instead?) It would also be great if some/all of these skills could be used out of combat on party members. Probably not to any actual effect (no stat buffs, etc.), but to cause some dialogue to pop up, perhaps. Like I said, I'm completely new to this. So far, the best idea I have is to have the skills in question call some common events, have those events manipulate switches, then have the switches do things within the battle events for whatever troop I'm looking at. The downsides I see here are: 1. Unless I program in a lot of switches (not out of the question, but not ideal), it would end up that you use the correct skill once and that would be enough to end the battle. I don't want it to be that easy. 2. It would affect all of the monsters in a troop equally, which is also not what I want. I want you to be able to make the goblin not want to fight, then move on to the slime. Not take them both out at once. If it were a group of several of the same monster (3 slimes), it would be less of a problem but, again, not ideal. Does anybody out there have a better solution? I would really appreciate it! (I did look through the forums before asking, but if there was an existing solution that I missed, I apologize.)
  17. Is there going to be functionality built in to allow creators to add additional sprite variants of the actors and monsters to indicate their status, similar to noteworthy RPG's like the final fantasy series where if there is a status effect placed on a character or monster their appearance while change (low health = slumped/on one knee, poisoned = green tint, sleep = eyes closed with cartoon styled "zzzZZZ" bubbles above their heads). Aswell as being able to animate characters for their attacks such as having a class that can use a "jump" attack where they'll leap upwards off the screen and after a full turn will plummet down at the target dealing damage then returning to the parties lineup. Also would it be possible that status effects that last past the battle end could make a visible alteration to the characters sprite in the world like poison tinting them green or blindness dulling the appearance of the map until cured? If these things are going to be possible I may be postponing a lot of the work I'm doing on my current project and keeping it strictly to database editing until this is released so that I can just transfer the values over and start the rest of the work in RMMV instead. On a side not I'm kinda excited that this version is going to be using java instead of ruby as I have a basic knowledge of java already but haven't a clue with ruby.
  18. (Protip: Read this in TryHardNinja's voice) So yeah, Maki here~ I have a question, though! So, I was designing an enemy with this stat: Dark Hero HP: 1400 MP: 250 ATK: 15 / MAT: 10 DEF: 10 / MDF: 5 AGI: 12 / LUK: 7 Fire 10% / Ice 10% / Lightning 10% / Physical 10% Yes, that's nigh invincible because I planned that the killing tactic was to wait until Turn 3, where he will cast a Skill that would raise its ATK and give extra attack, but change its Fir/Ice/Lit Attribute to 190% each and Phys to 100%, while also dropping his DEF to 10%; said Skill, with its State: Dark Soul Inflicts the "Dark Soul State" Dark Soul (State) Features: ATK: 150% DEF: 10% Fir / Ice / Lit: 190% Phys: 100% Atk+: 1 I tried to test battle him. At first, it worked fine (My Physical skills are nulled, while the Elemental magics only do single digit damage.) However, even after using the Dark Soul skill, my attacks and skills still do damage around the same amount as when he's still nigh invulnerable. That's why I'm asking this question: Does RMVXA has a "Priority" layer that I didn't know of? (As in, Enemy Feature takes priority over State Feature, etc.) I've tried the following things: 1. Checking if the Skill actually apply the State/apply the correct State (Yes, it does) 2. Checking if the param modifier are correct (Yes, they are) 3. Checking if there are overlooked skill attributes (Hit Type, Success Rate, etc.) (Everything seems normal) So, anyone could help me with this? Is there something I missed? / did wrong? If more details are needed, I'll offer them ASAP. Thank you for reading, Maki13
  19. OK, so my main concern for my game at the moment is what battle system to use for the following ideas. characters suffer Panic attacks and thus transform into another person using a state of "panic". this would allow a summon of sorts for a few turns until the state wears off. using Panic attack States at the right time would turn the tide of battle, unlocking new moves and classes for the character who panics. like you'd start with a basic class but once you unlock your Panic state (think defeating your shadow in Persona 4), it's usable and unlocks 2 other classes. one that goes with MP and one just for the Panic state. sooo getting to the point, what would be a good battle system for something like this? I've tried a few for feels but nothing concrete yet other than it being Sideview for summons...
  20. CrowTheAlmighty

    Suggested battle system?

    As some may tell already, I'm making a Digimon game. The game will have teams of 3 only, other digimon staying at home base. The Tamer (Human) is not involved in battle. What kind of battle systems should I try out with this? I've heard that first person battle system is good but are their others?
  21. I was thinking of making a battle system that makes use of the Barrier and Guard System in Dragon Age, whereas the characters have a certain amount of damage that they can absorb when protected before damage actually touches their HP. I have some questions on how to go about them, not script-wise (though that would help), but by idea: 1) Should I transform TP or MP bar for the barrier/guard gauge? Or start a new one altogether? Should I even include both? In Dragon Age 3, the guard is the typical protection of front line warriors and stays throughout gameplay until depleted. The Barrier is a mage-specific protection that diminishes with damage and over time. Rogues just vanish and dodge. Also, Mages gain Mana over time, Rogues gain Stamina per hit while Warriors gain Stamina per kill. Having separate bars for TP and MP might be a bit frustrating or confusing, I think. Assuming I can make the bar work differently for each class, I should be able to make one a suitable bar for Barrier or Guard, but that takes one out and brings up the other. Should I bother trying to implement both cases? 2) Remove Basic Spell Healing? How did you feel that with this Guard-Barrier mechanic, they also removed the ability to heal normally via spells? Think this is a good idea for dungeon crawling or dungeon diving? 3) Relationship-Dependent Abilities I think this was more in Dragon Age 2. Do you really want to bond with your teammates for a few stat buffs? Or do you want to see more out of it? EDIT: 4) EXP System. Do you like Southpark: Stick of Truth's EXP/Lvl system or do you have suggestions? Do you think it's good for the rest of the party to share the same level as the main character regardless of surviving the encounter? I'm making an encounter-optional dungeon and I'm wondering about available and would-be-cool experience systems.
  22. Judging by a chart I found, that shows just how the damage is calculated automatically ( I don't know how to post links here) by default the game asks itself does the skill/attack hit, yes, no, and then asks did the target evade, yes, no. Is there anyway that could be combined into some sort of formula that was impacted by say, the luck and speed stats? I'm horrible at setting up mathematical equations but I just feel like that could make for a much more interesting hit, miss mechanic, you know, a system where a thief like character is really accurate, but a brute misses more often. Any tips or ideas?
  23. Uriel Everos

    battle system On Map Battle

    Wouldn't it be nice to have a battle system where: No random encounters Battle On the map itself Unlike VE - Map Turn Battle This does not "set" the positions when you enter the "battle map" But instead, use your current position and the event's current position to start a battle sequence. Or maybe your characters and the enemy would stand back a few tiles. So basically you could "Challenge" anyone in a duel. As long as you set the event to do so. This could lead to some interesting scenes. From auto-battles that happens directly on the map to even: Player A challenges Event A Event A accepts. Other events gather around to watch the battle! Then after the battle would return to their rightful place. It's really hard to explain, but hopefully someone gets the point. It is just a theory for now after all.
  24. Ok, so it's already the 10th of the development journal of TSBS I was going to name this entry as "Progress Report v1.4 (part-2)" but this current title I think will be more intimidating Oh, I forgot to say ... welcome to my dev journal Today I have a big achievement. I managed to make the most of projectile controls works. Not much to say. Well look at this video... I do have a dream to make the projectile has move routes like slide within the specific point, wait in the middle of the movement, and so many. But on second thought it's a bit overkill. So, I'm not going to implement the idea in near future, and probably not if there is no request. And as addition, it's also tricky one.