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Found 114 results

  1. 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!
  2. 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!
  3. Hello everyone! It`s been a while since I asked for public help but I am in need of a little assistance. If you can help me, that would be very appreciated :3 So here is my request: "A Rock Paper Scissor Battle System" How it works: It changes the default battle system into a rock paper scissor battle system where in both enemy (it`s always a one vs one) and the player acts at the same time, each action (Attack, Skill, Item, Guard) is classified either as a rock action, paper action, or scissor action. If the enemy used a paper action and you use a scissor action, your action gets used and the enemy will not be able to use his action. Next turn, the enemy used a rock action and you use a scissor action, the enemy then gets his action done (like attacking or using a skill) then the player will not be able to use his action. The battle keeps doing the same cycle (draws will make bot sides do nothing, then skips to next turn) until one side falls. Preferred Features: Note tagging system where you can put "Scissor" , "Paper" , "Rock" on items, skills, and weapons. Customizable plugin parameters like setting Attack, Guard to either a Rock, paper, or Scissor default A little scenario as an example: Neko and Cat are fighting!! TURN1 Neko used "Rock Scratch" while Cat used "Paper Scratch" Cat negated "Rock Scratch" Cat successfully attacked Neko with "Paper Scratch" Neko receives 1,000,000 damage! Neko fainted! Cat gained 0 EXP! Cat wins! Any help will be appreciated *_*
  4. 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?
  5. 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.
  6. 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?
  7. 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?
  8. 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?
  9. 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?
  10. 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?
  11. 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.
  12. Diante Clark

    Card Battle Game

    Sorry, Guys, I'm gonna make a new forum. Gotta re-work a lot on this profile. I'll get back to you guys. But I'll show photos on the next forum
  13. Abstract: This is a card battle game. It will consist of characters from many anime and video games. There will be exciting battles and many cards to collect. Genre: Puzzle, Card Battle Game Progression: This progress of the game is roughly 12%, it has a long way to go but I would like some feedback on the general idea of the game. Recruitment: Not recruiting at the moment. So far this is a single man project. Story / Setting / Purpose: The story so far is that there is a disruption in the Space Time Continuum due to your past mentor's experiment. This rip in space and time causes a black hole to act as a portal to send you these powerful cards. There is one major foe who is seeking to obtain these cards and use the power for himself/herself. You must collect these cards and defeat this foe before they complete their goal. Cards: The cards stats are based on their rarity. For example if a card has a rarity of 2, then all of its stats are 20. Atk, Def, Spd...etc. All cards will have different abilities which will make for a great change during battles. Also there are special Trump Cards for every set which have the ability to destroy an opponents card, but to use the ability it takes some charging so plan carefully. Card Total: 280 [so far] Character Bios: There are no real main characters. There will be regular people who have a hold of the cards. Special Guest Characters/Teams: The special guest teams or characters will be those of whom you know. Team Valor, Instinct, and Mystic will play a role in this game. Credits: Tilesets DS Tilesets Scripts Moghunter Yanfly Victor Sant Woratana Screenshots: Features: There will be puzzles to solve to obtain certain cards. I will eventually hold an art submission contest where I will be using your OC's and turning them into Trump Cards with in the game. If I get an overload of OC's then I may make their own set with the best submissions as Trump Cards and the others as regular cards with rarity levels.
  14. 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.
  15. Hi, I'm First Edition and I'm totally new to these forums, so, let me begin by saying if this post is in the wrong spot, please let me know. I should also mention, I posted this exact same thing at the forums at rpgmakerweb.com just to cover all my bases. I'm really just trying to reach out and get as many ideas as I can about how to do al this stuff. Okay, so, I'm an artist and I'm working on an RPG project. I've done a lot of custom graphics for my RPG but I've come to the part where I need to start doing things with the battle system and... well... I could use some advice. Right now I've got a number of things I want to change in the battle system (as well as one or two things I want to change outside of it). I figured I'd just list the stuff I wanted to do and then you helpful folk on the forums could point me in the right direction. I'm not expecting anyone to do anything for me, but I definitely could use some help figuring out what I need to do to get what I want. Alright, first, I've uploaded a helpful graphic. Each numbered item will relate to a certain number on the graphic that hopefully clarifies what I mean. So, here they are: 1) My characters move in a single direction in any given room (either vertically or horizontally). However, I'd like to add a 'space' in between each character in the lineup. Any idea how I could do that? 2) When a battle occurs, I don't want a 'battle screen' to pop up. Instead, I want the characters to A Halt movement, and B turn in a direction and walk in place in that direction. I should mention that I want the monsters to appear in formation (like they do in the regular battle screen), I just want to see the normal map behind them. I hope that makes sense. 3) When a character attacks in a battle, I want to have the map character disappear, then play an animation related to the skill used, then make the character reappear. I figure, since art is my forte, I can just use the 'spell animations' as the primary thing that does the motion? That way I don't have elaborate scripts. But still, how would I make a character 'disappear' while there's a spellcast animation going on? 4) This is basically the same thing as 3, but for the monsters. On the monster's turn, I want to have the monster image disappear, then play an animation relating to the skill they've used (showing the monster swinging a mace or whatever), then have them reappear. Any way to do that easily? Any help at all would be really appreciated. I'm really good at making sprites and graphics and stuff, but in order to do the project I need to get all this battle stuff figured out. Alright, thanks very much in advance forums. Can't wait to hear what you have to say!
  16. lonequeso

    Elites

    I kinda wish I'd thought to put this in my game sooner. Oh well, it be a nice little wrinkle to make the latter part of the game harder. The idea was inspired by Dragon Age, but it's hardly unique to those games. Elites. They are those stronger than average enemies you sometimes run into. Not only are they more dangerous, but they also act as a general for their Troop. While they are alive, they grant the entire troop a passive bonus. The reason I like this concept so much is that it's incredibly easy to implement (you don't even have to use any scripts!) yet can give your battles an incredible amount of depth. How? Go into the States database and look at how many different parameters you can change. Tons, right? Any one or any combination of them can be a passive bonus. Of course, there's many ways to implement this concept. What I'm about to describe is what I feel will work best in my game. It should provide a pretty good blueprint of how to set things up. Let's start with how to set it up. Like I said, it's really easy. Say I want an elite to grant the Troop a 10% ATK boost while it's alive. All you have to do is create a state with an ATK param set to 110%. I would also set the debuff rate for ATK to 0% so the player can't simply negate the bonus. Then, in the Troop Event make the first page's condition Turn 0. Have it run once per battle. Add a single command: Change Enemy State -> Entire Troop -> ATK boost (or whatever you call it). As soon as the battle starts, the state will apply. Next, make a second page. Set the condition to If Enemy1(whatever enemy the Elite is) has Death inflicted (or HP = 0) remove the ATK boost state from all enemies. Set that to Moment. That way, the instant the Elite dies, the bonus goes away. The little wrinkle adds even more depth as the player can strategically target when to focus on the Elite. That's it. Told ya it was simple. Now my game uses random encounters so the way I plan on creating them goes like this: Each level/area of my game has their own unique Troops. I would simply make at least one of the Troops have an Elite. I don't use enemy levels so it would either be a clone (but bigger and differently colored) of an enemy or a unique one. Either way, their stats would be above average and grant the bonuses. If I just use one Elite in an area, I'd make it so it could apply one of three different bonuses to the Troop each with a 1/3 chance. If I have three different Elites, they would each have one type of bonus. I probably won't add more than one Elite per Troop except maybe in some special case like a Boss battle. There would be appox. 10% chance of running into an Elite Troop. Naturally, the Elites give better rewards. If your game has onscreen enemies, oooo boy! You get to add even more strategy! Maybe the Elite Troop is super aggressive, and will chase you endlessly. Perhaps it's guarding some juicy loot. Or maybe the player finds themselves at a fork. One path has a large mob of enemies, but few if any elite troops. The other has far fewer enemies, but they are all elites. Does the player try and plow through the weaker ones or fight fewer, but harder battles? Or are they like me and kill 'em all? Finally, I leave you with one last wrinkle. This one will require a script (or at least is highly recommended). The passive bonuses get bigger over time. Using the ATK boost example again: Battle Start: ATK +10% -> Turn 3 -> ATK + 20% -> Turn 6: ATK +30%; CRI +10% What do y'all think about it?
  17. Hello, hello, heellloooo guys! Time for some fun little tidbits about the insignia's I've mentioned so so long ago. Also, before I begin, yes, these work kind of like the badge/armor system of Paper Mario: Thousand Year Door/Mario & Luigi: Bowser's inside Story. "In a prosperous land, where fire rages, water cleanses, and earth resettles, there's a gem beneath that protects and harms all." - Lyria, the Goddess of Luck, mentions this when you first receive the HP Regen Insignia. Insignias alterthe flow of battle by adding some effects that are otherwise hard to obtain. They can do anything from allowing your attacks to inflict statuses to allowing extra turns of combat. However, the more beneficial an insignia is, the more backlash there is to use it. I'll have a list of each "level" of insignia below. Each party member can have up to 3 Insignias equipped at one time. Also, any duration that has N/A means that it works regardless. First up are a few "easy" leveled insignias: HP Regen Effect: Recovers 3% of the wearers max HP each turn. Duration: Battle Price: 15000 Attack Booster Effect: Ups the Attack growth of the wearer. (1-3 pts average) Duration: N/A Price: 20000 Defender Effect: Increases defense by 3%. Duration: N/A Price: 14000 Lovely Dovely Effect: Decreases the chance to be silenced or confused. (5% decrease per insignia equipped.) Duration: Battle Price: 13000 Out-Matched Effect: Doubles EXP from battles for the wearer. (Be warned that this may unbalance allies.) Duration: Battle Price: 23000 The next group is under "medium": Lucky Strike Effect: Doubles the chance of critical hits, but reduces the amount of damage you deal. Duration: Battle Price: 25000 One-For-All Effect: All party members have a decreased chance of being attacked by enemies, but the wearer loses 10% of their max HP. Duration: Field Price: N/A (The party only receives one when you complete a quest. You can sell it for 10000 though.) Medical Bounce Effect: Ups all recovery item effects, but the wearer loses 3% of their MP per turn. Duration: Battle Price: 31000 The next group is labeled as "hard": All Out Effect: Doubles damage received, but doubles EXP and Gold obtained. Duration: Battle Price: Free (Apart of an arena prize when you place first. Also a way to make the game more challenging.) Poor Sportsmanship Effect: All stats are boosted by 20%, but HP and MP are reduced by 30%. Duration: N/A Price: 34000 Unbalanced Dominance Effect: MATK is reduced to 0, but doubles ATK. Duration: N/A Price: 35000 Reflection Effect: Gives the wearer a chance to reflect spells. Duration: Battle Price: Free (Apart of an arena prize.) These game breakers are under "extreme": Deiroace's Slave Effect: Max HP/MP is reduced by 50%, but it increases the chances of instantly killing enemies. (Odds start at 2%, increasing for each one worn.) Duration: Battle Price: N/A (Rare reward that is a possible drop when you beat Deiroace, God of Death.) Thyrois' Guidance Effect: Allows the wielder to strike twice per battle. Duration: Battle Price: N/A (Apart of the story line encounter.) Solemn Wish Effect: Increases the odds of dealing critical damage, but reduces Luck. (odds start at 30%) Duration: Battle Price: 45000 Kurriro's Family Charm Effect: The wielder can't use any skills or magic, but TP is regenerated over time. (TP Regen is 4%) Duration:Battle Price: N/A (Acquired if you protect Wane's daughter.) Any opinions about having these in the game would greatly appreciated, and as always, I'd love to hear your ideas! (Maybe I might put some in. )
  18. I've had this idea for a long time so I decided to put it into action. I got stumbled to a writer's block with World of Chaos so I'm working on this as a side project until I get another idea for World of Chaos, Here's a card I've already created. The battle system is a mix of a few cards games I play(ed). Here's what I have so far. There are elements: Dark, Light, Fire, Wind, Earth, and Ice. It's like Bakugan and YuGiOh where the element you chose to play with is really a matter of preference. "Soul" is another word for your health. You have different tyoes of cards: Evos (AKA Evolution): You can transform these cards to a greater version of them if you have enough points of whatever element you need. Fusions: Fusion Monster can only be used when you meet it's summoning Conditions (like YuGiOh). Unlike YuGiOh, there is no etra deck so you must draw this. (Ex: You must put 1 "Crimson" and 1 FIRE card from your deck into your hand and discard them. If you do, summon this card). Gods: These are rare cards that requires you to discard cards equal to half of their cost. if decimal, it is rounded down. (I probably should've put that on Crimson). Spells: Certain spells do come with cost like normal monsters (ex: use 2 FIRE points and activate this card) and some have no cost at all. For every 2 spells you activate, you gain 1 point. You can distribute that point to any element. Counters: This is similar to equip cards in YuGiOh but with the effects of Trap Cards. (EX: When you opponent initiates an attack, gain 20% of your CURRENT soul. Elemental Points There is cards that show a number rather than elements. Ex: If a card shows "3" as a cost then that means you mu sacrifice 3 points no matter the element(s). This is just a sketch I made last night but I'm open for ideas. I'm still stuck on how is the actual battling going to go. I'm thinking of making them into states but I don't know what to do from their. Is the monster sumoned for x turns? Give the monsters health and then add health to yours and, if the added health depletes, then the state goes away? Basically, the state/monster has to go away some way. What do you think?
  19. 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.
  20. Rezanta

    Battle Systems

    Hey folks! I'm here with another small post about battling systems. We all know and love unique battle systems, but sometimes the old are reused due to how useful they are. Now, I should also state that the pool has a few that seem kind of similar, but in reality, they're all used differently. Now, for some of these, like Stamina and Energy, could I technically use the TP bar, or would it be better to use a plug-in/script for those? Any other opinions are welcome to be shared about any battle system. I know not all of them are on there, like using music to fight.
  21. I'm trying to create a self destruct skill for an enemy. I got everything working except for one small detail. Here's the damage formula: a.add_state(1) ; 500 + a.atk - b.def The battler dies, and the skill deals damage as it should, but the battler won't disappear. It's impossible to target it after. That means the issue is it's not playing the death animation and making it transparent. What am I doing wrong?
  22. I'm at a crossroads at development of my RPG, and I'm wanting to do a side view battle system, as that's the type I prefer in RPGs. I'm just wondering how difficult this would be to implement, as I don't know much about scripting. I'm wanting to design some enemies, but the directions the monsters would face depends on the battle perspective. Obviously, in a Dragon Quest-like system, the enemies would face forward, while a side battle view would have them facing left or right. Any advice would be appreciated. Thanks, all!
  23. I have more than four actors in my game. How would I write a condition or a formula for a Target All Allies skill that would only heal the active party?
  24. I know this is a super basic question, but I couldn't find it anywhere. Everything was about skill types and that type of stuff. I want to give the main character a skill. It doesn't work when I put it in the "features" section in the character part of the database, and honestly I don't know where else to put it. Basically, from the start of the game, I want the player to have a heal skill. I don't want them to "earn" it from leveling up or anything like that. Thanks in advance for any help!
  25. Author: Mr. Trivel Name: Restore HP/MP/TP Created: 2016-03-15 Version: 1.0 What does it do? Allows actors, classes, weapons, armors or states to restore HP/MP/TP after winning a battle or leveling up. Screenshots: Battles were way difficult to get a nice screenshot. How to use? Add following tags of your liking to actor/class/weapon/armor or state note fields: HP: <RestoreAfterBattleHP: [AMOUNT]> <RestoreAfterBattleHPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpHP: [AMOUNT]> <RestoreAfterLevelUpHPPercent: [PERCENT AMOUNT]> MP: <RestoreAfterBattleMP: [AMOUNT]> <RestoreAfterBattleMPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpMP: [AMOUNT]> <RestoreAfterLevelUpMPPercent: [PERCENT AMOUNT]> TP: <RestoreAfterBattleTP: [AMOUNT]> <RestoreAfterBattleTPPercent: [PERCENT AMOUNT]> <RestoreAfterLevelUpTP: [AMOUNT]> <RestoreAfterLevelUpTPPercent: [PERCENT AMOUNT]> RestoreAfterBattle - restores HP/MP/TP after a won battle. RestoreAfterLevelUp - restores HP/MP/TP after a level up. [AMOUNT] - flat amount E.g. 10, 100, 1000, 50, 37 [PERCENT AMOUNT] - uses floating point E.g. 0.53 being 53%, 1.0 being 100% Examples: <RestoreAfterBattleTP: 50> <RestoreAfterBattleHP: 15> <RestoreAfterBattleHPPercent: 0.05> <RestoreAfterBattleMPPercent: 0.10> 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.
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