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Found 796 results

  1. Hello all, I`m trying the following script call, but it`s only give me "unexpected token" Can somebody help me whats wrong? var $dataMap.events[this._eventId].name = $gameSystem.playtime() I want create a variable with the Name of the Event and set the value to the gametime. Thanks in Advance Nevyn
  2. Note This plugin's available for commercial use Purpose Lets you bind hotkeys to skills for actors outside battles, and use them to select usable skills for actors inside battles Introduction Videos DoubleX RMMV Skill Hotkeys Games using this plugin None so far Parameters Notetags Plugin Calls Plugin Commands Configurations Author Notes Instructions Prerequisites Terms Of Use Authors DoubleX Changelog Download Links DoubleX RMMV Skill Hotkeys DoubleX RMMV Skill Hotkeys Unit Test DoubleX RMMV Skill Hotkeys v101a.js DoubleX RMMV Skill Hotkeys Unit Test v100a.js
  3. Hi there ! So, I'm here to obviously recruit people for a game I'm working on alone from almost a year, I've restarted this project from zero a countless amount of times. I'm trying to work on this project seriously but I just don't have enough skills to do everything alone so I'd like to work in a team, not necessarily a big one but having a little help would be appreciated. NOTICE: As I started everything again various times, the game is actually undone. I mean I made something but not a big part. I made some maps, some starting events only to see how the game goes without much details and stuff. I made some tilesets too, only partially but they're okay. The music and sound effect is totally 0% as that's not my thing at all, and so on.. Also, as I'm currently without a computer (it died) I'm working more on a book writing down things and such, when I can I use someone's computer to actually work on rpgmv. WARNING: I'm not sure about how to rate this game but I'm rating it R18 as it'll probably contain lot of swearing, bad terms, nudity and explicit graphic violence. So here's everything there's need to know: Title: Dead Blue; title may change anytime as this one is a little random. Engine: RPG Maker MV. Language: Main lang is english, but as my main lang is italian, I will do other lang available too. Trailer: "You know what Lil, that evening, the evening you said you felt some kind of strange aura around me. It's awkward but that night after the show and the after-party I went home and when I got to bed I had some strange lucid dreams. I was in a forest, the first time, it was okay. Nothing really strange, just a biiiig wood full of trees, though it seemed a little off... Like, the color of the leaves and the grass was dark, really dark. And the sky was too, kinda red. I don't know, it gave me some strange feelings, it seemed like there was someone too... I kept watching around and behind me because I felt like a presence constantly on my back. But there was no one. After that I woke up suddenly like I was scared but it didn't actually happen anything to scare me. I got back to bed after a good tea, I swear I was f**king scared like I just had a nightmare of a giant spider following me! So I had to calm down or I wouldn't have gone back to sleep. As I fall asleep I have the same dream. This time I was feeling scared in the dream too, and I felt a lot more the presence behind me, like, I am just sure enough that there was someone or something there but I couldn't see it. The sky was like.. disappeared? It was just pitch black. Absolutely nothing. The wood was scarier though I don't really know why... It was exactly like before, but my feelings and sensations being there were totally different. I could feel something strange, scary and tense. I was nervous and din't know what to do or where to go... And... Here comes the scariest part. For some minutes I thought I woke up, I don't even know if I actually woke up or not but it seemed a lot more like real life than a dream this, however, I woke up in a room of two kid, a room I never saw, what scares me the most is that it was exactly like reality. I got out of bed ad it felt f**kin' real! The room was a mess, it looked like it wasn't being used from years. There were two doors but they were both locked so I couldn't do anything however. At some point, watching some stuff around I felt again a presence, stronger than before... and it was like I knew it wasn't a good thing, I had this feeling that if that thing I felt was a person or like a ghost, a dead person or something like that, it was a bad one. While I had this thought I found this key hidden on a shelf. As I touch it I suddenly feel two hands on my shoulders and they drag me back on the bed in a blink and then I woke up in my bed and it was morning." Characters: Only the first character is playable as for now. In the future will be add other playable characters. Some of those character don't even have a meaning in the game.. so.. Main Characters: • Lou - he/him - 21 y/o - adopted - leader and main singer of an industrial metal band - suffers of amnesia; • Lilith "Kuro" - she/her - 21 y/o - adopted - Lou's best friend - female voice and bass player of the band - "Kuro" is her stage name - apathetic; • W - ??? Other characters (not really important to the game): • Ashley - Lou's sister (not by blood); • Ethan - Lilith's brother and Lou's other best friend; Other characters (that are actually not needed at all): • Sarah - Ashley (by blood) and Lou (not by blood)'s sister; • Ray - Lou's ex-classmate. Mechanics: Basically the games goes through missions (to give some ideas, exactly like every Devil May Cry or Alice Madness Returns) in which Lou, which had a severe head injury (trauma) that led him first to coma and then to the total amnesia of everything that happenned before waking up from coma, is trying to recover his memories (he doesn't actually know this detail). Each mission recovers one memory (idk how many there will be thought) till the end of the game. The mission basically goes : lou having nightmares → having to find some objects or solving enigmas and so on → finding or obtaining a memory. Through every mission there will be some collectable objects and different things to make missions more fun and interesting. What I need: Exactly I need someone that has fantasy and is good at making enigmas and things to solve to go through the game. The missions I talked about first are to do, and I need someone that can help me with that, I have some ideas but nothing as big as creating the actual mission and I can't actually get to create something decent to make the player actually interested in what they're playing. Obviously I'll accept every kind of help but this one is what I need the most right now. As I am really broke and I barely got to buy rpg maker mv I can't pay anyone so I'm sorry this is totally for free, after all I'm just some kid making a game for fun, nothing professional! Screenshots: Now that you got till here, if u want there's a little paragraph about myself as I am really new on here and just so you know who you are going to work with! About me: My name's Xavier and usually u find me on games or on the internet as xavlu or xavluciel, I'm a 18y/o italian boy who always had some kind of interest in games but being with the family I have I've never been that boy that "always spends hours on console" in fact I started playing on computer as the only console I had was a Wii with basic games and a Nintendo DSi with only one shitty game. My parents just didn't want to spend money on games and I was pretty alone too, so I didn't even know what games were popular and stuff, my first actual games where I actually spent hours and days were online mmorpg such as Elsword, Wizard 101, Grand Fantasia and so on. I'm actually an "artist", I draw since I was born. I always did it, I have my own cartoonish style and I'm not really that good for being 18 years of drawing almost everyday. I did two years in art highschool but for some reasons they got wrong and I was in a bad period for my mental health, they basically kicked me out of school as I repeated two times the same grade and that's the maximum for that school. Now I'm going to a graphic night school and since being there I realized how much videogames fascinate me, I already knew rpg maker but I never actually dreamt of developing an actual game. As I am a really technological person and I love everything related to computers, both hardware and software, programming and so on, the idea of developing videogames (and I'm not only talking about tiny pixel games made with rpg maker but also actual 3D games) really interests me and what I dream of right now is to finish this school and get to a nice game dev school. As for now, I just want to finish this game because I spent a lot of my time on this even if it's still at the start but I'd like to see where my abilities can arrive. If I can finish this I'd like to start practicing with unity or similar but as I'm only self-taught and not really a genius in everything this still seems a lot hard to me. Hope someone can help me~!
  4. Purpose Lets you use bars to show battler statuses on their sprites Games using this plugin None so far Parameters Notetags Plugin Calls Configurations Video (v1.00a)DoubleX RMMV Status Bars (v1.01a+)DoubleX RMMV Status Bars v101a+ Prerequisites Abilities: 1. Nothing special for most rudimetary use cases 2. Little RMMV plugin development proficiency for most ordinary uses 3. Some RMMV plugin development proficiency to fully utilize this Instructions Terms Of Use Changelog Download Link DoubleX RMMV Status Bars DoubleX RMMV Status Bars v101b.js
  5. - Rpg maker Mv - Is there a way to make a call script inside an event, that says something like that: the x,y position of map, change the Region ID to [a new ID] ? - (I am using yanflys plugin YEP_RegionRestrictions.js ) (just to know..)
  6. Can anyone convert this script to rpg maker mv? I would love to have a resident evil style inventory for rpg maker mv, as abs I use alpha ABS P.S. I can also pay for the job module RE_MENU BAR_POSITION_X = 3 BAR_POSITION_Y = 0 end module Special_Map Archive_ID = 12 Archive_x = 17 Archive_y = 13 Option_ID = 11 Option_x = 17 Option_y = 13 Map_ID_Variable = 6 Coord_x_Variable = 7 Coord_y_Variable = 8 def self.set_coordinates $game_variables[Map_ID_Variable] = $game_map.map_id $game_variables[Coord_x_Variable] = $game_player.x $game_variables[Coord_y_Variable] = $game_player.y end end class Scene_Menu < Scene_MenuBase alias re_inventory_create_command_window create_command_window def create_command_window re_inventory_create_command_window @command_window.set_handler(:inventory, method(:command_inventory)) end def command_inventory SceneManager.call(Scene_RE_Menu) end end class Window_MenuCommand < Window_Command alias re_inventory_add_main_commands add_main_commands def add_main_commands add_command("RE Inventory", :inventory, main_commands_enabled) re_inventory_add_main_commands end end class Scene_RE_Menu < Scene_Base attr_reader :help_window def start super Special_Map.set_coordinates load_windowskin $game_party.last_item.object = nil create_menu_window create_face_window create_name_window create_life_window create_help_window create_weapon_window create_ammo_window create_equip_window create_use_window create_item_window @item_index = 0 @item_window.select(-1) @menu_window.select(1) @menu_window.activate create_background end def load_windowskin @windowskin = Bitmap.new("Graphics/System/re_menu_skin") @windowskin2 = Bitmap.new("Graphics/System/re_menu_ski2") end def create_menu_window @menu_window = Window_RE_Command.new(167,10) @menu_window.windowskin = @windowskin @menu_window.set_handler(:option, method(:open_option)) @menu_window.set_handler(:item, method(:go_inventory)) @menu_window.set_handler(:exit, method(:return_map)) @menu_window.set_handler(:cancel, method(:return_scene)) end def create_face_window @face_window = Window_Base.new(0,43,100,100) @face_window.windowskin = @windowskin @face_window.padding = 8 @face_window.contents = Bitmap.new(84,84) @face_window.draw_actor_face($game_party.members[0],-6,-6) @face_window.hide end def create_name_window @name_window = Window_Base.new(0,138,100,48) @name_window.windowskin = @windowskin @name_window.draw_text(-16,0,100,24,$game_party.members[0].name,1) @name_window.hide end def create_life_window @life_window = Window_Base.new(100,54,259,50) @life_window.windowskin = @windowskin life_refresh end def create_help_window @help_window = Window_Help2.new(3,305,358,Graphics.height - 30) @help_window.windowskin = @windowskin end def create_weapon_window @weapon_window = Window_Base.new(0,53,Graphics.width-440,90) @weapon_window.windowskin = @windowskin @weapon_window.draw_RE_weapon($game_player.actor.weapons[0],0,0) if $game_player.actor.weapons[0] end def create_ammo_window @ammo_window = Window_Base.new(430,90+48,Graphics.width-430,48) @ammo_window.windowskin = @windowskin ammo_refresh @ammo_window.hide end def create_equip_window @equip_window = Window_RE_Equip.new(248,130+48) @equip_window.windowskin = @windowskin2 @equip_window.set_handler(:cancel, method(:item_back)) @equip_window.set_handler(:equip, method(:equip_weapon)) @equip_window.set_handler(:remove, method(:remove_weapon)) @equip_window.set_handler(:reload, method(:reload_weapon)) @equip_window.deactivate @equip_window.hide end def create_use_window @use_window = Window_RE_Use.new(248,130+48) @use_window.windowskin = @windowskin2 @use_window.set_handler(:cancel, method(:item_back)) @use_window.set_handler(:use, method(:use_item)) @use_window.deactivate @use_window.hide end def create_item_window @item_window = Window_RE_Item.new(359,20+33,191,395-48) #(353,40+48,191,375-48) New Version (353,10+33,191,400-48) @item_window.windowskin = @windowskin @item_window.set_handler(:ok, method(:on_item_ok)) @item_window.set_handler(:cancel, method(:exit_inventory)) @item_window.refresh end def create_background @background_sprite = Sprite.new @background_sprite.bitmap = Cache.picture ("Background Inventory") @background_sprite.x = 0 @background_sprite.y = 0 end def item_back @use_window.hide @equip_window.hide @item_window.refresh @item_window.activate end def on_item_ok $game_party.last_item.object = @item_window.item if @item_window.item.is_a?(RPG::Item) @use_window.set_item(@item_window.item) @use_window.refresh @use_window.activate @use_window.show elsif @item_window.item.is_a?(RPG::Weapon) @equip_window.set_item(@item_window.item) @equip_window.refresh @equip_window.activate @equip_window.show else RPG::SE.stop @item_window.activate end end def item @item_window.item end def equip_weapon $game_player.actor.change_equip(0,@item_window.item) weapon_refresh item_back end def remove_weapon $game_player.actor.change_equip(0,nil) weapon_refresh item_back end def reload_weapon weapon = $weapons.find{|weapon| weapon.weapon.name == $data_weapons[item.id].name} $game_party.items.each { |item| if item.id == weapon.magazine.id $game_party.lose_item(weapon.magazine,1) weapon.bullets += weapon.max Audio.se_play("Audio/Se/#{weapon.wav_name}_reload", 100, 100) break end } if weapon == $game_player.equipped_weapon weapon_refresh else ammo_refresh end item_back end def ammo_refresh @ammo_window.contents.clear if $game_player.equipped_weapon != nil string = sprintf( "Munizioni : %d",$game_player.equipped_weapon.bullets) else string ="" end @ammo_window.draw_text(0,0,Graphics.width-430,24,string,0) end def weapon_refresh @weapon_window.contents.clear @weapon_window.draw_RE_weapon($game_player.actor.weapons[0],0,0) if $game_player.actor.weapons[0] ammo_refresh end def item_target_actors if !item.for_friend? [] elsif item.for_all? $game_party.members else [$game_player.actor] end end #-------------------------------------------------------------------------- # * Use Item on Actor #-------------------------------------------------------------------------- def use_item_to_actors user = $game_player.actor item_target_actors.each do |target| item.repeats.times { target.item_apply(user, item) } end end #-------------------------------------------------------------------------- # * Use Item #-------------------------------------------------------------------------- def use_item Sound.play_use_item $game_player.actor.use_item(item) use_item_to_actors check_common_event check_gameover weapon_refresh life_refresh RPG::BGS.stop item_back end #-------------------------------------------------------------------------- # * Determine if Common Event Is Reserved # Transition to the map screen if the event call is reserved. #-------------------------------------------------------------------------- def check_common_event SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved? end def life_refresh bar1 = Bitmap.new("Graphics/System/life_bar") bar2 = Bitmap.new("Graphics/System/blood_bar") x = RE_MENU::BAR_POSITION_X y = RE_MENU::BAR_POSITION_Y @life_window.contents.blt(x,y,bar2,bar2.rect) rate = $game_player.actor.hp*1.0/$game_player.actor.mhp rect = Rect.new(0,0,bar1.width * rate,bar1.height) @life_window.contents.blt(x,y,bar1,rect) end def go_inventory @item_window.select(0) @menu_window.select(-1) @menu_window.deactivate @item_window.activate end def exit_inventory @help_window.clear @item_index = @item_window.index @item_window.select(-1) @item_window.deactivate @menu_window.select(1) @menu_window.activate end def open_option $game_player.transparent = true $game_system.save_bgm RPG::BGS.stop $game_player.reserve_transfer(Special_Map::Option_ID,Special_Map::Option_x,Special_Map::Option_y) $game_player.perform_transfer SceneManager.call(Scene_Map) $game_switches[10] = false end def open_archive $game_player.transparent = true $game_system.save_bgm RPG::BGS.stop $game_player.reserve_transfer(Special_Map::Archive_ID,Special_Map::Archive_x,Special_Map::Archive_y) $game_player.perform_transfer SceneManager.call(Scene_Map) $game_switches[10] = false end def return_map map = $game_variables[Special_Map::Map_ID_Variable] x = $game_variables[Special_Map::Coord_x_Variable] y = $game_variables[Special_Map::Coord_y_Variable] if $game_map.map_id != map #se esco da un menu... $game_player.reserve_transfer(map,x,y) #ritorna nella mappa $game_system.replay_bgm #Riparte la bgm $game_switches[980] = true #si attiva la switch per togliere la dissolvenza $game_temp.reserve_common_event(43) #Si attiva l'evento comune per togliere la dissolvenza end return_scene end end class Window_RE_Equip < Window_Command def initialize(x,y) super(x,y) end def window_width return (Graphics.width-430) end def make_command_list add_command("Equip", :equip, equip_ok?) add_command("Rimuovi", :remove, remove_ok?) add_command("Ricarica", :reload, reload_ok?) end def reload_ok? if @item a = $weapons.find{|weapon| weapon.weapon.name == $data_weapons[@item.id].name} a && a.bullets == 0 else b = false end end def equip_ok? @item != $game_player.actor.weapons[0] end def remove_ok? @item == $game_player.actor.weapons[0] end def set_item(item) @item = item end end class Window_RE_Use < Window_Command def initialize(x,y) super(x,y) end def window_width return (Graphics.width-430) end def make_command_list add_command("Usa", :use, use_ok?) end def use_ok? actor = $game_player.actor actor.usable?(@item) && actor.item_test(actor,@item) end def set_item(item) @item = item end end #============================================================================== # ** Window_ItemList #------------------------------------------------------------------------------ # This window displays a list of party items on the item screen. #============================================================================== class Window_RE_Item < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) @help_window = SceneManager.scene.help_window @data = [] end #-------------------------------------------------------------------------- # * Get Digit Count #-------------------------------------------------------------------------- def col_max return 2 end def item_width return 80 end def item_height return 80 end def spacing return 0 end #-------------------------------------------------------------------------- # * Get Number of Items #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # * Get Item #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # * Include in Item List? #-------------------------------------------------------------------------- def include?(item) return true end #-------------------------------------------------------------------------- # * Create Item List #-------------------------------------------------------------------------- def make_item_list actor = $game_party.members[0] @data = actor.weapons @data += $game_party.all_items.select {|item| include?(item) } # @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # * Restore Previous Selection Position #-------------------------------------------------------------------------- def select_last select(@data.index($game_party.last_item.object) || 0) end #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) if item.is_a?(RPG::Weapon) draw_RE_weapon(item,rect.x,rect.y+10) else draw_RE_item(item,rect.x,rect.y+10) end end end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help @help_window.set_item(item) end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items select_last end end class Window_Help2 < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x,y,width,height) super(x,y,width,height) end #-------------------------------------------------------------------------- # * Set Text #-------------------------------------------------------------------------- def set_text(text) if text != @text @text = text refresh end end #-------------------------------------------------------------------------- # * Clear #-------------------------------------------------------------------------- def clear set_text("") end #-------------------------------------------------------------------------- # * Set Item # item : Skills and items etc. #-------------------------------------------------------------------------- def set_item(item) set_text(item ? item.name + "" + item.description : "") end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh contents.clear self.contents.font.size = 20 # draw_text_ex(4, 0, @text) a = @text.scan(/(.+)/) draw_text(4,0, width , 24, a[0][0]) if a[0] draw_text(4,24, width , 24, a[1][0]) if a[1] end end class Window_Base def draw_RE_weapon(item, x, y, enabled = true) bmp = Bitmap.new(90,70) bmp.fill_rect(bmp.rect,Color.new(255,255,255)) bitmap = Cache.RE_weapon(item.name) rescue bmp a = $weapons.find{|weapon| weapon.weapon.name == $data_weapons[item.id].name} image = Bitmap.new(90,70) image.blt((80-bitmap.width)/2,(60-bitmap.height)/2,bitmap,bitmap.rect) image.draw_text(-15,40,85,20,a.bullets,2) if a rect = Rect.new(0,0,90,70) contents.blt(x, y, image, rect, enabled ? 255 : translucent_alpha) bmp.dispose end def draw_RE_item(item, x, y, enabled = true) bmp = Bitmap.new(90,70) bmp.fill_rect(bmp.rect,Color.new(255,255,255)) bitmap = Cache.RE_item(item.name) rescue bmp image = Bitmap.new(90,70) image.blt((80-bitmap.width)/2,(60-bitmap.height)/2,bitmap,bitmap.rect) image.draw_text(-15,40,85,20,$game_party.item_number(item),2) rect = Rect.new(0,0,90,70) contents.blt(x,y,image, rect, enabled ? 255 : translucent_alpha) bmp.dispose end end class Window_RE_Command < Window_HorzCommand def window_width return Graphics.width end def make_command_list add_command("", :option) add_command("", :item) add_command("", :exit) end def col_max return 6 end def spacing return 1 end def item_width (width - standard_padding * 1 + spacing) / col_max - spacing #10 end end module Cache def self.RE_weapon(filename) load_bitmap("Graphics/Weapons/", filename) end def self.RE_item(filename) load_bitmap("Graphics/Items/", filename) end end
  7. Kokoro Reflections Free RPG Maker Resources Please check out or terms of use here: https://kokororeflections.com/terms-use/ 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
  8. JasonZ

    Fitbit

    Not sure if maybe this already exists, but I'm looking for a script that is able to pull data from a fitbit, say your daily steps. I'd make a game for mobile and the script would read your current steps from the fitbit app and reflect it in your game, is this possible?
  9. RoseGuardian

    Militibus Elementis Arc 1 18+

    Warning: This game contains Nudity, Mild Language, Fantasy Violence, and Suggestive Themes Please Note this is just a demo for right now. If you find any bugs, please let me know. Important Notice: If you downloaded the game on 9/26/2018 please re download, because I had to replace New Game Plus with Hime'sSyncSaveData Plugin.
  10. Hey eveyone. I am fairly new to this game. I know a bit but not like nitty gritty stuff and I need help. I am trying to make it so after I created an NPC convo with choices, one of the choices makes it so I have to go to something like a closet door or a locker to grab my school materials and transition into another area map. Grabbing my school supplies does not actually give you items. Its more or less just a pop up dialogue that happens then it transitions you to another map area.
  11. Never posted here before, so I do apologize if this is not the place for it. Currently having an issue with Galv's plugin with his fishing Mini game. I have set everything up correctly with items, variables, etc... but when I go to click the event to begin fishing, it just goes to a black screen. Does not change the background music, nor does it show the graphics for the mini game (which are placed in the correct file for the game). It does however allow me to open my menu with ESC key, which it does not in the demo he has for the mini game. I can provide any other if asked, but just wondering if anyone else is having this same issue. Thanks in advance.
  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. Hello All I am very new here so please be gentle if i am doing something wrong or posting in the wrong place. I am not good with code but i am very willing to learn. I basicly want to script a variable to be an math equation wherein i call upon other stats of chars and variables and just numbers. something like this ((actor1 attack + actor 2 attack) + (variable * 2) / 400))*100) I know above is not a real syntax Its only me trying to explain what i want. I am not even sure its possible if its not then just tell me that. I tried looking in the post about MV scripting, but none of the video links work
  14. I need a 'shatter-kill' effect for my Frozen state. Basically, when a target is frozen & is hit with a physical attack, there would be a random chance for that target to die instantly. I need a way to pull this off with a sound effect. I don't care if its done by plugin or damage formula.
  15. I am trying to use Yanfly's Actor Party Switch plugin (found here: http://yanfly.moe/2016/06/17/yep-108-actor-party-switch-rpg-maker-mv/ ) It works as promised, but I really don't like that it allows the Actor to attack as soon as it is switched in. I would like there to be more of a cost to switching, at least in the form of not allowing the newly switched in actor to attack instantly. My concern is that my combat makes use of cooldowns, and this switching set up definitely encourages players to use their big cooldowns and then just switch out. Does anyone know how to make the actor party switch consume the turn it was used on? Even better, does anyone know how to create a common event that replicates the plugins functionality? With a common event that opens the switch menu, I could bake the switch function into a limited use item, or an ability that has a cooldown. Any help you can offer would be greatly appreciated. Thank you in advance.
  16. This New Series Will Go Over The Basic/Advanced Functions Of RPG Maker MV! Today I will be starting my new video tutorial series on MV, well you might ask yourself, or me why I'm I doing this where there are other tutorials around. Well it's simple most of those tutorials are not for, ACE, VX, XP etc... These tutorials will focus on both old and new features of MV. The other reason for these videos is, that I'v noticed ever since MV came out a lot of new makers have been showing up with no prior knowledge of RPG Makers, so this tutorial will mainly be for those group of Individuals. After this tutorial you should be ready to make your first game and beyond. After we cover the basics and advance stuff we will be moving on to plugins. Stay tuned. Tutorial Playlist - RPG Maker MV RPG Maker MV Video Tutorial EP 1: Introduction RPG Maker MV Video Tutorial EP 2: Interface RPG Maker MV Video Tutorial EP 3: Maps and Regions RPG Maker MV Video Tutorial EP 4: Events PT 1 Alpha ABS Tutorial Playlist - Alpha ABS Tutorials RPG Maker MV Alpha ABS Tutorial EP1: Installation and configuration RPG Maker MV Alpha ABS Tutorial EP2:Skills Items and Weapon Overview RPG Maker MV Alpha ABS Tutorial EP3: Skill Setup RPG Maker MV Alpha ABS Tutorial EP4: Weapon Setup RPG Maker MV Alpha ABS Tutorial EP5: Item Setup RPG Maker MV Housing system Tutorial snippet - Snippets So far i will be covering all these topics, but i know there's a lot missing from the list , that's where you guys come in, if you want me to do a tutorial on something, post it here, pm me, or leave me a message on YouTube and I'll add it to the list.
  17. I need a plugin that displays skill animations when used by enemies in front view battles as this is not possible by default.
  18. What I need is a plugin that allows for changing a character's Max Level within the game. Like for example, a character's default max level is set to 30, but can either complete a quest or use an item on that character (both could utilize a Plugin/Script Call) that would increase their max level by a specified amount. In some games this is referred to as 'Ascension'. However, I am using Yanfly's Core Engine (http://yanfly.moe/2015/10/09/yep-1-core-engine/) & it already has a parameter to control the max level so I would need this plugin to override the Core Engine's control of that function, if possible.
  19. I am using Bobstah's CustomStats and applied certain (custom)stat-increases to weapons and armor. I am also using SumRndmDde's EquipUpgradeComparison (which allows you to customize the stats shown in the equip window) and obviously want the custom-stats to show up when changing the weapons or armor. And the stats do indeed show up in the Equip-Window and the stat-value that currently applies to the actor is displayed without any issue, but the "If-equpped"/"If-unequipped" is displayed as "undefined". Following images include german terms: . Important to note is that the EquipComparisonUpgrade only displays stats that are getting changed. That is why the crit.-rate (Krit-Rate) is displayed, but not the Defense stat. But the "Eisenschwert" does not change the "Härte" Stat. The fact that the "Härte"-stat is displayed and that the actor-stat is getting displayed, leads me to believe that the only issue is that the EquipUpgradComparison Plug-in can't find the and use the weapon stats. Unfortunately, my knowledge about JavaScript is... Low. That is why I was hoping to find help here.
  20. I’m currently using RPG Maker MV to build a game and as of last week found a plugin by Galv that allows me to spawn in events from a different (event spawn), specific map. The way the mechanic should work is that the player can collect gems (little crystals) and stockpile them in their inventory. Once they get into a specific room, which is a pitch black maze, they can use the “L” key to place down these little gems onto the ground. Thus, their inventory would decrease by one gem in size (they are able to pick these gems back up), the gem on the ground will now light up a small radius and allow the player to see. They can rinse and repeat this tactic to figure out to solve this cave. The gems get spawned from the “event spawn” map into this room. So far, I have everything working except for the fact that the gems don’t light up. They appear and work in sync with the inventory system, but they don’t light up. For further context, the maze map level is set to have a picture of pure black/darkness over the screen. Each gem consists of a picture to have some light added to it. My thoughts on 2 potential issues (which I don’t know how to solve): The gem’s light (small radius of transparency) is going over the pure dark picture, thus just showing up black. (Is there a subtract feature to take away from a specific area once it overlaps?) Since all the gem’s event code is in the event spawn map, once the event is spawned to the maze room it loses all it’s event holdings and/or the event ID is different so the “picture” call isn’t working with the wrong ID. Can anyone follow up with any ideas, fixes, solutions? Would greatly appreciate it, instead of abandoning the mechanic. Thank you!
  21. 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?
  22. CrystalDevelop

    Lighting

    So I am trying to make a level where the player is trapped in a dark room and has to work their way out of the building. Problem is a lot of the assets in rpg maker give off a more "well lit" version of the objects. Is there a way to change the shading(?)or some sort of overcast that makes everything appear darker?
  23. Hello all, As the title says, I'm looking for a way to add damage to skills through states. I don't mind scripting if it's needed. A basic example: The actor has a regular sword. It deals its normal physical damage when using any offensive skill. The actor gets an item that adds fire damage. While equipped with this ring, the actor then deals physical damage from the skill plus the fire damage from the ring. I'm pretty sure I would need to use states and Yanfly's element core, I'm just having trouble figuring out exactly how to do it. Thus far, I've been assigning a different variable to represent each actor's "atk" for a particular element and using a complicated damage formula that call the user's variable and targets elementRate for each element. Looking for a less cumbersome method. It's also a plus if the method can generate a message that separates the two damage types as well like: "Monster takes 'x' physical damage and 'y' fire damage". Any help would be much appreciated. Thanks
  24. Vari'ishtar

    Custom Skill Help

    I am trying to create a skill that does the following: while active, it adds X% of fire damage to your physical attacks and deals same percent of fire damage to those that hit you physically. I have tried to figure this out and can't get it to work. I use almost all of yanfly's plugins.
  25. 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.
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