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Found 114 results

  1. Hello again, fellow RPG Maker community, So I'm trying to implement scrolling battlebacks into my VX Ace game. I have this scene where the character says something in a battle, the screen flashes, and then the front and back battlebacks change, and then they start scrolling and looping much like a parallax background. I tried coding some manual events, but this seems impossible without a script. I looked around for a script and only found this one: https://forums.rpgmakerweb.com/index.php?threads/scrolling-battleback.41844/ It seemed like it would do the trick, but after inserting it into my game, as soon as I boot up the game I get this error: I have never seen an error like this before. I even put it into a new project and it still wouldn't work. Does anyone know what the problem is and how to fix it? Or does anyone know of another script that does this?
  2. This topic aims to share the basic knowledge on what the default RMMZ TPBS battle flow implementations do in general, but you're still assumed to have at least: 1. Some plugin development proficiency(having written several easy, simple and small battle-related plugins up to 1k LoC scale) 2. Basic knowledge on what the default RMMZ turn based battle flow implementations do in general 3. Basic knowledge on what the default RMMZ TPBS battle flow does in general on the user level(At least you need to know what's going on on the surface when playing it as a player) Simplified Flowchart Please note that this flowchart only includes the most important elements of the battle flow, to avoid making it too complicated and convoluted for the intended targeting audience Battle Start Input Action Slots Thinking In Frames Frame Start Start Phase Turn Phase Action Phase Turn End Phase Battle End Phase Update TPB Input Summary That's all for now. I hope this can help you grasp these basic knowledge. For those thoroughly comprehending the essence of the default RMMZ TPBS battle flow implementations, feel free to correct me if there's anything wrong For those wanting to have a solid understanding to the default RMMZ TPBS battle flow implementations, I might open a more advanced topic for that later
  3. Im trynna make it so the characters have portraits in the battles rather than showing the character and they rotate to face the enemies, and it ruins the effect. How do I fix this
  4. Face Frames - YEA Ace Battle Engine Addon Author: Rikifive Engine: RPG Maker VX Ace Version: 1.0.1 (2020-10-04) Base Script: Face Frames Description This is an ADDON (or compatibility patch if you prefer) to YEA Ace Battle Engine. Adds Face Frames to Actor Statuses in the Battle Screen. + Allows some additional customization in Actor Statuses there. Instructions SCRIPT DIFFICULTY: This script is basically Plug & Play, but some minor configuration might be required. -=> Place script(s) below ▼ Materials; above ▼ Main Process Customize offsets and display in the configuration. Due to the nature of varying status widths, only frames drawn from windowskin are supported. "frame" images are not supported. Screenshots Terms of Use You ARE allowed to use this script in non-commercial projects. You ARE allowed to use this script in commercial projects. It's just a little script, so let's not paniK lmao If you'd like to support my works nevertheless, donating any amount would be greatly appreciated. Thank you. c: If your project generates decent revenue, give me $0.01 pls ( https://paypal.me/rikifive ) You ARE allowed to edit this script to your needs. You ARE NOT allowed to repost or post modified versions of this script without my permission. and you ARE DEFINITELY NOT allowed to claim this script as your own lmao How to credit me: Just include my name "Rikifive" somewhere in the credits. Good luck! Get Script view and copy/download: Pastebin download as attachment: Face Frames - YEA Ace Battle Engine Addon (v1.0.1).txt
  5. Hello, I've been looking for a script or a tutorial on how to do this without a script to no prevail. All I want is what's in the title: For the enemies to flash for about 1 second with a damaged sprite whenever taking a hit. I don't want it to show if they are attacked but the attack misses. I've been trying to work it out with variables in the troops screen but it hasn't been successful so far. Any tips/scripts I may not know about would be greatly appreciated.
  6. Hello everyone, I thought of concretizing an idea to modify the gameplay in combat. What I would like is to have two types of gauge that work like HP gauges, that is to say when we get to zero for one or the other (they are independent) then it is game over. I actually renamed the normal HP parameter to correspond to will points (WP, a mental life bar). And so, I was thinking of using this script to create new HP parameter (normal life point): https://forums.rpgmakerweb.com/index.php?threads/custom-parameters-v1-5-22-04-2018.60832/ But, I realize that it is not that simple, even if I manage to display a new HP life bar below the basic life bar (which I call WP). There should also be a damage formula, where the skills can detect if they attack the first bar or the second (or both). In addition, we should also create a second state of "death", because I do not want it to be the same alteration of state, even if both can lead to game over (one can be mental KO and other physical KO). I think that all this requires more than just slightly modifying a few scripts, in any case, I don't have the skills. But I can see the possibility of adding a note in a skill to indicate which types of gauge (WP or HP) is targeted. If I can get that just for the player character, I'll be happy. I would like to know if anyone is interested in making a script like this. The strategy in combat would be modified, it would be necessary to monitor both its mental life bar (WP) and the physical life bar (HP). However, HP is for me, in my game, more secondary; or else we should think about creating new associated characteristics (Def, etc.) to further optimize. But it complicates the work ... I mainly use the scripts YEA - Ace Battle Engine and MOG - Battle Hud EX (for this one I can modify the graphic Hud myself and add a gauge location).
  7. FANthonyfiction

    Need help with skill.

    So what I'm trying to do is make a game where team mates are basically, single use. You got the MC who's a general fighter. A Tank character who can't hit any targets. A healer that can heal almost exclusively. and a Glass Cannon that can kill any enemy in one hit, assuming she gets to use her skill. (It'll make sense if I get around to the end) The trouble I'm having right now is the Tank. I want her to have a move called 'body guard' and how this works is she'll 'distract' the enemy, forcing all of them to target her for for a turn. The issue I have is getting them to target her. I've made the move as a common event, and the event command is under Battle, force action, Enemy (I'll do one for every enemy on screen) Skill: Attack, Target (??????) I don't know how to make it so they target the Tank character. There are Index entries 1-8, but I'm not sure how to find to change them. Any help will much be appreciated. Sorry if this is basic and I'm just blind to an obvious solution that I can't see. I'm very new to RPG Maker. Oh, and is there a way to put a two turn delay on an attack? A start up/charging time?
  8. I have a question for something I’d like to do in my game. I have a bit of a strange enemy HP system - the gist of it is, each enemy’s HP starts at half, and the enemy should be considered dead if the HP reaches 0 OR if the HP is full (with negative attacks, that heal). I need help with this latter condition… how can I make it so that the enemy is considered “dead” to the game when the HP is full? The player should still receive EXP with either win condition. I know I’ll need to make it so that the status cannot be inflicted until the halving command has run, but I’m a bit stumped as where to go from there. I don’t think this will require a complex script, but if it does let me know and I’ll move/repost in the appropriate section.
  9. Hey, total newbie to MV here: Very sorry if this has already been answered in a previous thread! I couldn't find it... I have a skill that damages all enemies in combat, and the skill animation is working fine, but I want the damage popups to appear all at once (rather than one by one for each enemy). Im using these plugins at the moment: YEP_X_ActSeqPack1 YEP_X_ActSeqPack2 YEP_X_ActSeqPack3 YEP_BattleEngineCore I've read through a lot of the documentation on these plugins and have been digging around on Google for an hour and all I could find was this https://forums.rpgmakerweb.com/index.php?threads/apply-damage-to-all-simultaneously.96638/ I think I'm just not understanding the extreme basics here! Am I missing something obvious or am I just going about this wrong? How can I make the damage popups and subsequent deaths of enemies happen at once rather than in a chain? attached is a screenshot of my skill
  10. swiftshell

    Moghunter ATB messages

    I have several scripts installed but after I added Moghunter's ATB I no longer get battle messages. You know, those little "(username) uses/casts X!" I want to be able to do stuff like having an enemy fumble an attack and a quick message would appear saying "X fumbles their attack!" and the message would let the player know why the enemy seemingly skipped a turn. Don't suppose anybody would be aware of a way to get them to show up again? I'm also using the Ace Battle Engine if that matters?
  11. Links to plugins: As the title says, when DreamX's Battle Status Core extension is used in a project also containing YEP's sectioned gauges, the sectioned gauges are not drawn in battle. I assume this is because DreamX's extension didn't take into account that sectioned gauges could also be used too. See the attached image for an example. On the left is my Battle Status Window's previous set up. On the right is with DreamX's plugin. While I like the new set up better, the sectioned gauges are now gone. (they still appear outside of battle) As far as I understand this isn't a complicated fix. DreamX's plugin would need a part added to it that checks to see if the project also has YEP's Sectioned Gauges. And, if it does, it draws the black lines on the gauges to the way the user has set them in YEP's plugin. Anyone willing to take a crack at this?
  12. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  13. Hello, I am writing to ask how I might go about implementing a rear-view battle system, as shown in the following images: https://m.imgur.com/gallery/hJWenhT https://imgur.com/a/PQZiChc Just a simple system w the party on the bottom of the screen & enemies on top, that lets you use walking sprites that step forward when it’s their turn and step back when their turn ends. I have asked in various ways in various places how to achieve this, but I’ve met with little success. I have seen a lot of chatter online about this type of system and many games that use it, but no clear answer on how to achieve it in RPG Maker MV. I’m open to methods that make use of plugins as well, but so far I haven’t seen any for MV. Thank you for your time.
  14. marcusB

    Actor and battler state tints

    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
  15. 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.
  16. 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?
  17. 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
  18. Bricius

    Lose When One Actor Remains

    So Ive searched for a while and something I cant seem to find is a plugin that makes the player automatically lose when they have one actor remaining, or win if the enemy has only one actor remaining. This may be a result of my inability to search things right sometimes, but if it isn't, can I ask someone for help making this?
  19. 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!
  20. 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!
  21. SeeM_Villain

    Threat System

    Threat System v1.0 By SeeM_Villain What does the script do? The threat system adds a "smart" way for enemies to decide who to attack in battle. How it works: As actors deal damage and heal they build up a "threat" value. Whoever has the highest threat becomes the target of enemy attacks. (Normally "random" attacks.) In battle, a small window is displayed to show how much threat each actor has accumulated to let the player plan accordingly. The tactical part of the system is in the threat modifiers. Some skills can cause more threat than normal attacks, actors/classes can have different threat modifiers, specific elements can deal more or less threat than others etc etc. Using this system you can effectively create "Tank" characters who are supposed to take the majority of the damage in battles and also give skills to weaker characters to reduce the amount of threat they produce. Extended Features List (Details of usage explained better in the plugin help section) Threat Modifiers Threat modifiers are split up into different categories to give you more ways to control threat. Modifiers are added together, 1.0 is 100% 0.1 = 10% <agg_mod: x> This note tag will increase or decrease all threat caused by healing or damage. <damage_agg_mod: x> This note tag will increase or decrease threat caused by damage. <heal_agg_mod: x> This note tag will increase or decrease threat caused by healing. Different elements can have different threat modifiers. <element_agg_mod: x,y> <element_damage_agg_mod: x,y> <element_heal_agg_mod: x,y> x = the element ID y = the modifier Skill Note Tags <taunt> A skill with this tag automatically puts the user at the top of the threat table by 1 point. Example: Marsha has 150 threat. Harold uses a <taunt> skill. Harold now has 151 threat. If a <taunt> skill ALSO has damage, the taunt is applied first then the extra threat from the damage is added afterwards. <usage_reverse_threat> This reverses the final threat done by the skill. With this you can create a skill that deals 350 damage, and removes 350 threat. <usage_agg_mod: x> A skill with this increases or decreases the threat modifier by x for this attack only. State Note Tags <nullify_threat> An actor with this state will appear to have 0 threat. Note: Threat still continues to increase/decrease like normal. <provoke> An actor with this state will always be attacked regardless of threat. Note: If there is more than 1 actor with a provoke state, the enemy will choose one at random. <no_threat> <damage_no_threat> <heal_no_threat> An actor with this state will generate no threat. (The damage_no_threat tag means damage causes no threat.) (The heal_no_threat tag means healing causes no threat.) Code Rename the file extension to .js SeeM_ThreatSystem.txt Compatibility Issues I have tested this plugin in a project with many Yanfly plugins and there were a lot of problems. I will be writing fixes for these issues for use in my own projects, so once those are complete I'll update this topic with download links. Future Features I'd Like To Implement A "misdirect" skill which allows an actor to target an ally party member. While the effect is active, all threat dealt by party member A is added to party member B's total instead. Credit For use in Commercial or Non-Commercial games free with credit. SeeM_Villain Closing Note If there are any errors or bugs, please let me know and I'll do my best to fix them. If your problem is a compatibility issue with another script I can't guarantee I'll make a fix for it, but it's something I may look into.
  22. 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?
  23. 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?
  24. 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?
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