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Found 763 results

  1. Okay so I'm a table top nerd so in order to get what I am trying to convey I'll be using the terms I use to ask a question (and I hope my choice in forum is correct) Now I want to add percentage boosts to say a skills damage and a good exampble would be the pathfinder OGL's two handed weapon rule. If wielding a weapon two handed you add + 50% of a stat to the damage. How would I be able to work that so an example would be Physical attack paramater +50% (so say your physical attack stat was 50 it would become 100 for the purpose of the skill) Any help here or. Links to potential posts that can help would be appreciated
  2. AeroBiba

    A bunch of Tutorials

    Hey i made a bunch of video tutorials for the RPG Maker MV and wanted to share them. Since I don't want to spam this Community I decided to just link my YouTube channel, where I uploaded them. I literally earn nothing from it and do it for fun and to help people so I hope it's ok the way I did now. Topics: - Define borders with coordinates - Push a stone onto a button to reveal a hidden door - Turn events to the direction of the player (like someone is watching you) - A horse race minigame - An alternate Action Battle System - A Lufia style approach from enemies, with the function to let them step on a button to open a door and to shoot them to freeze them on the current position for a few seconds Brief Description: - Learn to store informations about events in variables and use them Requierements: - RPG-Maker MV (Also should work for older versions) Tutorial Links: https://www.youtube.com/channel/UCm6MsX2M03QGScOqj_SIkSg Thank you for reading.
  3. Aron @ APEX

    Cell Phone/Email Plugin?

    So what I've been looking for is a plugin that adds a sub-menu once you acquire a key item (in this case "Cell Phone"). The purpose is to receive dialogue with other characters that aren't in the current scene. So you could receive a new objective or quest/mission from a character once you've completed a set objective. It would include the name of the character (Face/Bust optional), an optional "Subject" line (in case you want it to be an email system instead of phone) and then a text area. The menu would store the messages. I've searched the forums here and only found 1 plugin that even came close, and it was a 6 year old VX Ace plugin. It seems like something that could be done, not by me, but by one of you talented individuals with script plugin experience. Thank you in advance!
  4. (I don't know if this is the right place to post this. Please move it if it's wrong) Hi guys, I'm just wondering if there's someone who can make generator-made face and character color changer . I mean to change the color of eyes, hairs, etc, preferably with switch/variable to trigger Currently, I'm making a tactical RPG with offspring feature, so it makes a lot of sense if the children shares the same features (eye color, hair color, skin tone, etc). I know that it can be done with making the characters multiple times with different features, but this is just so much easier to do, and also, making dialogues with face is just so much simpler and shorter in the eventing. I know that this will be useful for everyone who has children feature in their games...
  5. Hello! First time posting ^^ Nice to meet you all I'm trying to figure out how to access a Traits screen made with YEP_X_ActorVariables, and add it to the main menu using YEP_MainMenuManager The Traits screen shows up in Menu > Status > Traits (through YEP_StatusMenuCore), but I'm not sure how to access the Traits screen with YEP_MainMenuManager Some screenshots Cheers, Beats
  6. Crashicoot

    Change the order of Parameters?

    Is there any way I can change the order of which the stats appear in the menus? For example, if I wanted to change the order of parameters from atk, def, m.atk, m.def, agi, luk to lets say atk, m.atk agi, def, m.def, luk how would I go about doing that? I am using Yanfly plugins currently. Thanks!
  7. I'm creating a monster collection/battle game (with a unique twist, but I don't want to share that just yet). Is this possible in RPG Maker MV? Here are the two main issues I have encountered: The main character is always the one in the battles, along with his/her team members. But in my game, like in Pokemon, the battles would only include the creatures. I was thinking of using Yanfly's Party System plugin so I can have a big team roster, but is it possible to remove the main player from the actual battles? RPG Maker MV forces you to create actors/party members in advance and use events to add them to your team. For example, say I have one species of creature...let's call him Zoomble. My game involves building creatures, not catching them, but if I built two Zoombles, how would that work? What if the player wants to build twenty Zoombles? Would I have to just make a hundred actors for each species in the party system settings menu, just in case the player keeps making them? There has to be an easier way (or a plugin) to deal with this. Thanks, all!
  8. I want to make a game that will heavily involve digging to find fossils and other ancient treasures. Is this possible in RPG Maker MV? I don't know anything about programming, but I've been using RPG Maker for 5+ years. I saw a tutorial on this, but it involved making a bunch of invisible events that get summoned when you click the ground, which I don't want to do. Isn't there a way to tag/mark certain ground types so that if your shovel is out you can trigger a digging hole event? I feel like there has to be, but I've also heard that it's not possible to change the actual terrain tiles. I would be happy with just creating a "hole" event on top of that tile, but I'd rather not have to litter each map with hundreds of these invisible events. Thanks :)
  9. This is the plugin: https://forums.rpgmakerweb.com/index.php?threads/remove-lerping-from-movement.96831/#post-879195 It changes movement so that characters "teleport" or "snap" to adjacent tiles like in old computer games like Ultima, without any animation. The problem is that touch-based events below characters and random encounters stop working. After digging through the core scripts, I believe I found where the hangup is occurring, but I have no idea how to apply a permanent fix. Here is where I think the problem is, in rpg.objects: Game_Player.prototype.updateNonmoving = function(wasMoving) { if (!$gameMap.isEventRunning()) { if (wasMoving) { $gameParty.onPlayerWalk(); this.checkEventTriggerHere([1,2]); if ($gameMap.setupStartingEvent()) { return; } } if (this.triggerAction()) { return; } if (wasMoving) { this.updateEncounterCount(); } else { $gameTemp.clearDestination(); } } }; I've tried various things, but with my lack of real coding knowledge, I can't figure out a permanent fix. The closest I've come is copying "this.checkEventTriggerHere([1,2])" and "this.updateEncounterCount()" to the plugin, where I can get below-touch and random encounters to work within 1 step, but crashing afterwards due to them not being proper functions. I've tried copying the respective functions over to the plugin, but this still doesn't work. It's so close, I just need a little help putting together a permanent fix.
  10. This is not a video game! This is Sprite Anime with voice actors! Check it out! Also be sure to like, share, and most importantly subscribe!! I will post new episodes on here! Be sure to check it out!!! - KOC - 316
  11. Mobile Game User Interface by Aloe Guvner Download Link (Instructions: right-click the "Raw" button and click "Save Link As...") Background: This plugin focuses on improving the user interface for mobile games created in RPG Maker MV, by allowing the developer to have virtual buttons on the screen that interact with touch input. The emphasis is on maximum flexibility for the developer, you can add as many or as few buttons as you want to the screen, and you can add these buttons on whichever screens you would like (i.e. map, menu, credits, title, etc.). Functionality: This plugin can create 3 different types of buttons: 1.) Directional Pad A single picture which is used for up, left, right, and down movement (also compatible with many diagonal movement plugins). 2.) Key buttons These buttons can be used to represent any key. Common keys to use would be "ok" , "escape", "pagedown", "pageup", etc. You can also write custom code that will be run when the button is pressed! This can also be combined with other plugins such as Yanfly Button Common Events to call a Common Event from the virtual button. Example: In the YEP plugin, set Common Event 1 to be called from the "a" key. In this plugin, create a button with an input code of "a". 3.) Control button The control button, if pressed, will collapse and hide all other buttons on the screen. If pressed again, it will expand and show all other buttons on the screen. This allows the player to decide between using the Mobile UI buttons or the standard touch input. All buttons are optional, and the scenes in which any button shows is controlled individually. Use Cases and Screenshots: { placeholder art below } Setup: The setup requires a new folder to be created within the img folder of the project. This folder must be named "mobileUI". An example screenshot is below. Put all mobile UI button images in this folder, and then they may be accessed in the plugin parameters. Plugin Commands: Please see the help section inside the plugin. Terms of Use: Free for use in commercial or non-commercial projects. Credits required to: Aloe Guvner Don't distribute this plugin without a link to the source. You may modify it to your liking, if you feel the edit could be useful to the community in general, feel free to send a Pull Request on Github. Version History: v1.0.3 (May 14 2018) Added ability to execute custom Javascript code when a key button is pressed v1.0.2 (May 9 2018) Added ability to play a sound effect when a button is pressed. Fixed a bug where the parameters weren't read correctly due to plugin name change Fixed a bug where the control button didn't hide the dpad properly v1.0.1 (May 8 2018) Added a version compatible with MV earlier than 1.6.0 using Babel.js v1.0.0 (April 17 2018) Initial release Download Link (Instructions: right-click the "Raw" button and click "Save Link As...")
  12. In Ace you were able to use script calls in the damage formula of items to change their values. But when I use $gameVariables.setValue(31 ,6); it doe nothing, while $gameVariables.setValue(31 ,6) as script call works perfectly fine. So what am I doing wrong?
  13. Back before my laptop was put out of commission, RPG Maker MV had no problem detecting my XBox 360 Controller. But now that my laptop is fixed, MV won't respond to my controller. There haven't been any changes to MV since I keep it on my flash drive, so it was unaffected. But my laptop's HD was dead & now I have to rebuild from scratch. Aside from certain other games not working because I'm lacking in certain Installs & Updates, like DirectX & stuff, I'm wondering what dependencies MV needs to be able to detect & respond to a XBox 360 controller. Mind you that its not the controller itself since my laptop detects it perfectly & other games respond to it, its just MV won't detect it.
  14. Hello. This is my first topic. How to make Momentary switch in one block Without Script or Plugin ? I don't want to make 8 of (-1 score) blocks surround one middle (+1 score) block. Thank you.
  15. Short: I'm seeking a conversion for Yanfly's Active Chain Skills and Input Combo Skills scripts from VX Ace to MV format for the benefit of the community as a whole. Long: This script would enable skills which, when performed in battle, would call for multiple options of player input to be immediately followed up with another skill in either method described below. The imperative function is that players are given a choice of multiple skills to chain or combo to as befitting the situation. Chain skills play out individually each time one is selected from the choices provided, and are chained from the skill immediately preceding it. Combo skills are selected when the initial trigger skill is performed, then play out in turn. If a specific combination of skills is played out in order, a finisher skill may be triggered to then be performed. Possible parameters include the limit of chain and combo lengths, time limits on input, and whether skills must be learned to be chained or combo-ed to. As the available buttons in MV differs from VX Ace, I think that a new set of inputs must be relied upon. VX Ace previously used QWASD (LRXYZ). While the following solution would reduce the available options by one, the arrow keys might be a better substitute. Perhaps combining the left and right keys to the same option would also suit the plugin better, reducing the potential options to three in this case. As to the logistics of how many inputs and what buttons are appropriate, particularly with gamepad support, this can be left up to the coder's expertise, although I feel a recommendation of a minimum of three inputs is preferable. This script should be made freely available to all RPG Maker MV users, hobbyists and developers alike.
  16. 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.
  17. https://www.youtube.com/watch?v=FtZ0b7ODkXQ https://www.youtube.com/watch?v=FtZ0b7ODkXQ Check this out! It`s sprite anime on rpg maker! It`s something new! Be sure to like, share, and subscribe to it! I want to build supporters and I will also support you also! Let`s do this! Again, check it out! It`s something new! It even has voice actors for this episode! Although this the only episode with it, I will have voice actors from now on. It`s growing! Join the bandwagon. Ride the wave. Flow with the movement! It`s really dope!
  18. CGMV Vehicle System By: Casper Gaming Last Update: 11/11/2018 Latest Version: 1.1 Introduction This plugin adds numerous features for vehicles. It allows you to have vehicle interiors with the press of a button, it allows to restrict docking/landing by region, it allows for vehicle encounters in every vehicle, and some more features. Features - Vehicle docking/landing restrictions - Vehicle interiors - Vehicle encounters - Most options can be toggled in-game easily with use of switches Screenshots How to Use Import into plugin manager and enable the plugin. Some set up may be required. Plugin Plugin (along with all my other plugins) can be found here: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Version History
  19. CGMV Achievements By: Casper Gaming Last Update: 11/4/2018 Latest Version: 1.7 Introduction This plugin creates an achievement system in your game. You can set points, difficulty, and lots of other information for achievements. It also will automatically track some requirements, such as win count or even switches and variables! Achievements can have rewards which will automatically be given to the party upon earning the achievement. This plugin will show a pop-up on the map scene when an achievement is earned if using the Toast Manager plugin which can be found here. Features - Achievement scene with unlimited achievements - All setup is done through the plugin manager - Achievements can be automatically tracked and earned or manually tracked and earned - Pop-ups when achievement earned if using CGMV Toast Manager Screenshots How to Use Import into plugin manager and enable the plugin. Plugin Plugin (along with all my other plugins) can be found here: LINK For pop-up window functionality, requires CGMV Toast Manager: LINK Requires CGMV Core, which can be found here: LINK Credit & Terms Link Version History
  20. I'm using Yanfly's Equip Core to allow multiple accessory slots. I have some 'Cursed' accessories that would lock their slot so you can't remove them normally. However, when I used the standard Lock Equip/Seal Equip traits, a single cursed accessory would actually lock ALL accessory slots instead of just its own. I guess I need a plugin to keep this from happening. It just needs to be compatible with Yanfly's Equip Core.
  21. I know Pixi supports drop shadow, I even see the code in pixi.js, however I don't know how to get it to work with my minimal coding skills. Does anyone have any ideas to make it work? Edit: Figured it out for anyone who looks for this in the future! Bitmap.prototype._drawTextBody = function(text, tx, ty, maxWidth) { var context = this._context; context.fillStyle = this.textColor; context.shadowColor = 'rgba(0, 0, 0, 255)'; context.shadowBlur = 0; context.shadowOffsetX = 2; context.shadowOffsetY = 2; context.fillText(text, tx, ty, maxWidth); var imageData = context.getImageData(0, 0, this.width, this.height); var data = imageData.data; for (var i = 0; i < data.length; i += 4) { if(data[i + 3] < 200) // if alpha less than data[i + 3] = 0; // set alpha to 0 data[i] = data[i]; // red data[i + 1] = data[i + 1]; // green data[i + 2] = data[i + 2]; // blue } context.putImageData(imageData, 0, 0); }; Mods, feel free to close.
  22. Hello, Can anyone who knows javascript help me? I'm new to javascript and am probably doing this wrong. I am trying to figure out how I can display the keyItem inventory menu ONLY when one or more keyItem's are in the inventory. Otherwise, I want only the regular inventory to show. I tried this: if($gameVariables.value(20 ≥ 1)){ this.addCommand(TextManager.keyItem, 'keyItem'); }; but it didn't work. Perhaps I cannot use $gameVariables on RPG_windows.js ? I inserted it at line 1893, and commented this out from line 1892 this.addCommand(TextManager.keyItem, 'keyItem'); }; If anyone can help I would appreciate it so much! Thank you :)
  23. This is just a copy and paste from my reddit post on R/rpgmaker, thought I might get more help here Hi all, I'm really new to all this and I was just messing around with RPG maker MV, trying out some scripts and one I like is not working, the Yanfly Party Systems, I'm pretty sure its up to date. Also running yanfly's core engine, battle engine, buffs and stats core, and taunt. All these others are working fine, but the party system wont let me load the game, just says: Game has encountered a bug. PLease report it. rangeerror: maximum call stack size exceeded at game_party.battlemembers (yanfly_party%20system.js:556:46) at game_party.leader (rpg_objects.js:4811:17) at game_party.refresh(rpb_objects.js:7437:28) at game_party.initializebattlemembers (yanfly_party%20system.js:612:34) at game_party.battlemembers (yanfly_party%20system.js:557:48) at game_party.leader (rpg_objects.js:4811:17) at game_party.refresh (rpg_objects.js:7437:28) at game_party.initializebattlemembers (yanfly_party%20system.js:612:34) at game_party.battlemembers (yanfly_party%20system.js:557:48) at game_party.leader (rpg_objects.js:4811:17) I changed the max battle party to 5 through the plugin, the changed it back after, this is about all I've done after installing the plugins.
  24. AceOfAces_Mod

    RPG Maker MV Cook Tool

    What is this? This tool automates the compilation of JavaScript files with NW.js' compiler. The compiler creates binary versions of the files, ensuring protection of the source code. The tool also packages the code (and the assets) on an archive that Nw.js can read. How do I use it? First of, you'll need to do a few modifications to the project. I've included the replacement code you need to apply to your project (after deploying it, of course). After that, it's pretty simple: Tell the tool where the nwjc.exe file is (RPG Maker MV has the SDK as well, which includes nwjc, but you can download a different version from https://nwjs.io) and the project you want to compile. In a few minutes, you can upload the game to the public. Do note: once you compile it, you can only use the same version of nwjs for the same operating system. So, if you compiled the game with SDK Version 0.30.4 (for example) on Windows, you can only use the code with Standard Version 0.30.4 on Windows. System Requirements: Windows 7 Service Pack 1 or newer. Microsoft .NET Framework 4.7.2 Any computer that can run RPG Maker MV games, practically speaking. NW.js SDK. You can use any version you want (preferably 0.22.x or newer). FAQ: Can I use it on Linux with WINE (or Proton or <insert a compatibility layer here>)? Depends. If it is to make the Windows version of your game, then yes (assuming that it can run .NET Framework apps). If you want to use the tool to make the Linux version, then no. I am planning to release a Linux version at some point. Can I use it on my current project? The tool is a wrapper for the nwjc. I have used the tool for my project and I haven't noticed any issues. So, it has a "go-live" license (as in, it's OK to use it on your projects). Screenshots: Download: itch.io Gumroad Source Code
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