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Found 821 results

  1. 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.
  2. Sorry, if this topic has already been created. I could not find one as I did honestly search for it. As many people know the RPG Maker MV is being released on the Nintendo Switch, PS4 and XBox One. It is the first RPG Maker to be released on home consoles in many years. However, there are many questions about this version. Who is this product for? I am guessing young children. Many PC users such as myself do not need this version of MV. I can only see parents buying this for their kids or someone who does not know anything about the RPG Maker. You may have noticed new heroes and one new villain in the trailer. My only hope is they become available for PC users such as ourselves. They can expand MV's tiny RTP. It's the smallest RTP to my knowledge. There is an interesting comment on the trailer's page on YouTube. A viewer mentions the trailer does not show any features of the engine/game. There is a lot of false advertising. Your heroes/battlers do not appear on full screen. The trailer does not show the battle systems or any features in the engine.
  3. Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Unison Item compatibility issues Games using this plugin None so far Addressed Plugins Prerequisites Plugins: DoubleX RMMV Unison Item Abilities: 1. Nothing special Instructions Place this plugin below all DoubleX RMMV Unison Item plugins Terms Of Use Changelog DoubleX RMMV Unison Item Compatibility v100a.js DoubleX RMMV Unison Item Compatibility
  4. Kokoro Reflections Free RPG Maker Resources Please check out or terms of use here: https://kokororeflections.com/terms-use/ Free Grand Staircase Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Large Bird Cage Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Fancy Door Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Free Large Jeweled Clock Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Eagle Statue Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Free Elemental Jewel Tree Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Large Trees for RPG Maker Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Animated Gem Statues Shown with our Elemental Dungeon tileset which can be found on our website or on Itch.io. Free Natural Rock Swimming Pool Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Angel Statue Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Shown with our Trees and Foliage Super Pack which can be found on our website or on Itch.io. Free Warrior Statues Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Free Tuscan Windows Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Free Seashell Bridges Shown with our Deep Ocean tileset which can be found on our website or on Itch.io. Animated Garage Doors Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Animated Toll Gate Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Seashell Houses Shown with our Deep Ocean tileset which can be found on our website or on Itch.io. Trees Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Animated Cars and Trucks Shown with our Urban Modern tileset which can be found on our website or on Itch.io. Stained Glass Autotile 2 Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Stained Glass Medallion Window Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Stained Glass Autotile Windows Shown with our Tuscan Seaside tileset which can be found on our website or on Itch.io. Fairy Tale Clock Tree Animated Bubble Events Tall Orb Statue Fairy Tale Lantern Tree...thing #2 Fairy Tale Lantern Tree...thing Fish Statues MV Autotile Windows (be sure to read instructions) Animated Orb Statues MV Beds Multicolored Autotile Walls for MV Parallax Ship Sky Backgrounds for various purposes
  5. Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Skill Hotkeys compatibility issues Games using this plugin None so far Addressed Plugins Prerequisites Plugins: DoubleX RMMV Skill Hotkeys Abilities: 1. Nothing special Terms Of Use Changelog DoubleX RMMV Skill Hotkeys Compatibility v100a.js DoubleX RMMV Skill Hotkeys Compatibility
  6. Zizka

    Combat Typing Mechanics

    Hello guys So I did a google search but couldn't find anything which was what I was looking for. I've found a thread but it's incomplete. Here's the idea: 1. In battle, enemies attack in real time much like in an ATB system. 2. The player attacks by typing in words appearing underneath an enemy. 3. The words are selected from an enemy "database". For example, goblins might have three words linked: "wood", "axe", "run", short words because they're easy. I should be able to add words to enemy database. 4. The "tab" key would allow the player to choose his target in battle. The target would need to be highlighted in some way. 5. Mistyping discards the current word and replaces it another word. For example, if the player types "wood" but makes a mistake, the word is discarded and replaced with a random one from its database, "run" or "axe". 6. Typing the word correctly deals damage based on the weapon equipped. I'd like more features but considering it's a request it'd be rude to ask for too much. More ideas I had in mind: 7. MP gradually replenish during battle. Every missed keystroke drains mana. When there is no mana, the player can't attack and has to wait to replenish his mana (and is left open to attacks). If I were to implement 7, the words would remain until they're fully typed in as opposed to being discarded when there's a mistake. I feel like this would be more forgiving. 8. A critical hit meter which fills up as players write multiple words without mistakes and automatically triggers when full, dealing a devastating attack. 9. A way to use special abilities and spells but I have no ideas as to how to implement this for the moment. 10. Status effects which impact typing: randomly darkens letters, scramble the letters of the word, deals damage every time a letter is typed (poison or something like that), something which drains more stamina every time a letter is typed, etc... So you see, the issue is not the ideas, is the implementation! All of my assets are done for this. All I need is the plugin itself. P.S.: Note that I could also offer money for this (although I'd release anything I create for free to the community). If some of you would do it for a fee, feel free to contact me with your offer.
  7. Hi ! I'm facing a problem with one of my commands. I'm trying to give experience to a character. So I want to show a text and ask for a number, but the problem is that both of them appear only when I close the menu. Is there a way to force the menu to close or to show the text while a window is opened ? Thanks for reading !
  8. Manpigg

    Yanfly event spawner

    Hello All, Im new to this stuff. Im working on understanding plugins. Im currently stuck with the yanfly event spawner and getting Map Templates working. Im not sure if im using correct format for mapID? Any help is appreciated, thank you.
  9. I've setted my actors/enemies to static. id everything right i think including <notetag on the actor i get this message: TypeError: Cannot read property 'addLoadListener' of undefined at Sprite_StaticActor.Sprite_Actor.updateBitmapSetup (file:///D:/Games/FFXIII%20-%20After%20Years/js/plugins/VE_BattlerGraphicSetup.js:1794:36) at Sprite_StaticActor.Sprite_Actor.updateBitmap (file:///D:/Games/FFXIII%20-%20After%20Years/js/plugins/VE_BattlerGraphicSetup.js:1749:14) at Sprite_StaticActor.updateBitmap (file:///D:/Games/FFXIII%20-%20After%20Years/js/plugins/VE_BattlerGraphicSetup.js:2049:45) at Sprite_StaticActor.Sprite_Battler.updateMain (file:///D:/Games/FFXIII%20-%20After%20Years/js/rpg_sprites.js:511:14) at Sprite_StaticActor.Sprite_Actor.updateMain (file:///D:/Games/FFXIII%20-%20After%20Years/js/rpg_sprites.js:748:41) at Sprite_StaticActor.Sprite_Battler.update (file:///D:/Games/FFXIII%20-%20After%20Years/js/rpg_sprites.js:493:14) at Sprite_StaticActor.update (file:///D:/Games/FFXIII%20-%20After%20Years/js/plugins/VE_BattlerGraphicSetup.js:2041:41) at file:///D:/Games/FFXIII%20-%20After%20Years/js/rpg_core.js:4062:19 at Array.forEach (native) at Sprite.update (file:///D:/Games/FFXIII%20-%20After%20Years/js/rpg_core.js:4060:19) it either shows this message or puts 1,000 actors on screen.
  10. One of my states is a knock up state which is removed after 1 action. But any other state with action end acts like it has been set to turn end. OK, so when restriction is 'Cannot move', the states work fine with action end. Please Help!
  11. Hey Guys, I'm a little rusty and just dipped into Yanfly's More Currencies. I can't seem to get the Plugin to work properly. In my Shop Items are the only thing displaying the note tags for Weapons and Armor don't seem to work? Am I just making a rookie mistake? <Item 75 Buy Price: 1> <Weapon 126 Buy Price: 1> Only the Item shows and is used as a requirement Plugins seem to be in correct order. Any ideas? Sorry if this is posted in the wrong place*
  12. RetroExcellent

    A Rat's Journey - Homeward

    A RAT'S JOURNEY - HOMEWARD SYNOPSIS IMAGES/SCREENSHOTS DOWNLOAD LINK CHARACTERS STORYLINE/PLOT SETTING AND/OR WORLD DEVELOPMENT
  13. AOY-dev

    Adentures Of Yi

    Note: This game is only 15% complete, it is not in any shape or form a finished game. Story (I don't have a good description...yet) Yi is an up & coming archer from the Cisian Empire on her way to becoming the High Archer of the Sapphire Bridge. That all change when she finds out that the king of the Cisian Empire is planning on controlling all of the cities of Lolaura by waging war. It is up to Yi and her friends to stop the Empire before it is too late. Features Original Soundtrack Turn-based RPG Mini-games and side quest Vogue and Return story Credits Yanfly Starbird mjshi PandaMaru and more! You can download it here: https://railroadstudio.itch.io/adventuresofyi
  14. Hi ! I'm still having problems with the Main Menu Manager plugin. I managed to make new simple commands but not commands on a selected actor. I put "this.commandPersonal.bind(this)" in the Main Bind, and in the Actor Bind, I've tried many things that didn't work. When I test the game, the command is waiting for an actor but when I choose one, nothing happend and the music is still playing. I want to create a command to add XP to the selected character and another to remove the actor. Can you help me please ? I'm desperate :'(
  15. NickNick

    Help! Choices Box Positioning

    Hello! I was wondering.. is there a way to edit the x and y position of choices box? I don't need static x, y but i want to change it through a $gameVariables.value(x) or something.. every time that i call it..
  16. Hello! I am using this script that i found here : https://forums.rpgmakerweb.com/index.php?threads/himeworks-large-choices-row-column-option.91425/ Window_ChoiceList.prototype.maxCols = function() { return $gameVariables.value(X); // X is the variable ID# of a Game Variable }; It Works! and i have 2 columns of choices.. but my text boxes from 1st column overlaps to the second column.. Maybe someone know how to auto be rescaled the text box of choices regarding the length of the text it contains?
  17. I don't know where to file this in terms of forum entries. Please let me know if this is in the wrong place and I will repost. Using Yanfly Battle engine and its extensions. Want to use different side view action animations for different skills with the same skill type. ex: Character Mary has the skill type magic. She has two magic skills, 'Abrakadabra' and 'Alakazam'. These are both in the magical skill type and included in her class. Let's say I want 'Abrakadabra' to use the action animation thrust, and 'Alakazam' to use the action animation swing. How would I accomplish this? Here is the code I tried using. '<target action> preform action motion thrust: user, no weopen </target action>' With this, however, it replaces the entire move with only her doing this action. No attack, noise, damage, etc. I need help, I don't want all my magic moves to use the same motion. Why would I need more than two animations for a character attacking anyway if you can only use two (general attack and magic skill)?
  18. Hi everyone, i'am a french user, i'm creating a game with Rpg maker Mv but i'm blocked. First of all sorry for my English but i really need help. By trying the master demo on the website atelier rggs. i'm fall in love with theplugin battle hud and battle command, more precisely with the "light Template" I replaced the Template by the original in the appropriate folder but when i start the game, i cannot see for exemple on the command Wheel the right icon. There is only (attak, magic,item and garde) i Don't see the action "summon and special". And when i go to the system, on the skill menu, (where we created skills), i cannot put summon or blade art for exemple. Please if anyone could help me pretty please. (And very sorry for my English, i tried to be understanble)
  19. 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
  20. Hello all.. I am using the plug in= YEP_GabWindow.js (Yanfly) About the positioning of the Gab window.. there is only one parameter, placed in the inside parameters of the plug in! Is there a way to control this parameters from outside the plug in? I mean.. maybe i can use a variable " $gameVariables.value(x) " .. so that i can change this parameter every time that i want.. and place the gab to different positions every time? (and not to a fixed one)?
  21. NickNick

    Help! Close Message

    Hello all! Is there a script that closes an opened Message.. ? (I dont need the inside code texts like \^ ) The problem is that, when a message is open, is like the game is on PAUSE mode.. BUT.. I found this script that allow me to move while message is displaying.. $gameMessage.clear(); So now, all i need is one more script so that to close the message window at all! Is there any script for this? (Thanx in advance.. and sorry for my english..)
  22. Hi, I think I may be doing something wrong because in rpgmaker mv its not letting me have more than 30 plugins for my game. The yanfly plugin pack had like, a ton and I haven't finished adding them yet so I'm assuming this isn't something people usually run into, so it's probably me just not doing something right. The plugin manager only has a limited amount of slots and I can't download anymore. For some reason I couldn't find any forum talking about this when I googled it. Help is appreciated, thank you!
  23. Hello ! As I said in my introduction, I'm making a game to present my lessons. I'm using the YEP's plugin "Main Menu Manager" and I want to make 2 commands : - One is to give experience to a selected actor - One is to delete an actor (if one of the student is moving out) So my problem is that I don't know how to apply the methods to the selected character. I was thinking of calling a common event in the "Actor Bind", and maybe put the id in a variable, but I don't know how I can get the selected actor's id. Can you help me ? Thanj's for reading !
  24. Hello guys, I've been making textures and concept art for a long time(and I'm still quite not finished lol), but I only recently bought MV. Now I've run into a problem: I wanted to break the story up in an episodic format, but more like JoJo's Bizarre Adventure rather than, let's say, The Walking Dead or Life is Strange, as in the story takes place in an advancing world, where each episode has its own self contained story that largely affects the whole world over time and each episode has a separate protagonist that passes the torch down to the next one(In this case, a bloodline of forbidden magic users(Time Manipulation in Origins timeline and Blood Manipulation in Main timeline(Episode 0's ending splits the timelines up, but the episode's story is very linear, so the choices in this episode don't affect the timelines))). I've been meaning to have all the episodes just be a part of a one big game, but now I'm in a state, where I work on multiple episodes at once and forget to do some other ones. So I thought of breaking them up into a traditional episodic format, where I would release episode after episode and the story impact from the previous episode would affect the current episode until the final one. I really want to start working on some other projects I have planned that I believe are just as cool as this one, so I want to know how I can break up the game into multiple episodes, where the inventory, actors, etc aren't carried over and only the story is. I feel that would help me with actually being able to finish the game and its story.
  25. Hi everyone! I have been trying to contact RPG Maker Web's support for over a week, and have not gotten a response from their support. I also reached out to them on Facebook. However, they still did not respond to me. I would have made this post there, but I was ban 3 or 4 years ago from the forums. I have no other way of contacting their support. Does anyone know what is going on with RPG Maker Web's support?
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