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Found 786 results

  1. Want to win a bunch of free tiles for your game? Right, who doesn’t love free stuff? Sign up, get your link and share it with friends to improve your chances of winning! Share links on Discord, forums, anywhere fellow game developers hang out. https://kokororeflections.com/win-every-rpg-maker-mv-tileset-weve-made/ Please check out or terms of use here: https://kokororeflections.com/terms-use/ 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
  2. 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.
  3. 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.
  4. 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.
  5. I need a plugin that displays skill animations when used by enemies in front view battles as this is not possible by default.
  6. 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.
  7. 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.
  8. 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!
  9. 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?
  10. 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?
  11. 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
  12. 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.
  13. 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.
  14. My scenario: I’m not attempting to have drops after battles but instead just allow the player to drop an item sort of like in Minecraft where you can press the Q key and drop whatever item is selected, except I’m trying to use the L key to drop in one specific type of item (not one selected by the player). I’ve been using Galv’s event spawner, but having major issues with it as it won’t work when I attempt to move an event to the player’s location (X and Y). I have no errors when this is done. I know that the command block is being run, but the event just isn’t spawning at the player’s location. I have attempted a fix by setting it to a location outside of the player’s field of view and having the event that is being spawned in, autorun (i’ve also tried parallel) an event move command to have it move to the specific Player.X and Player.Y coordinates. This has also come back not working properly, for what I suspect to be the issue of it being in a different map before being spawned in. I have even tried using switches to go from the spawn event to the spawned event. I can provide more details and even show you what I mean, but I was wondering if maybe there is something I’m doing wrong. I’ll send my specific code below: “Galv.SPAWN.event(1,4,66);” which works and “Galv.SPAWN.event(1,$gamePlayer.x,$gamePlayer.y);” which doesn’t work.
  15. Is anyone aware of any plugins that can have item drops in maps? Similar to: Looking for something more updated though, that acts as a .js plugin for RPG Maker MV. Thanks!
  16. I want to make it so a common event activates on states whenever one's MP/TP hits 0 for a transformation state, and said common event would turn the state off and change my actor's appearance back to normal. Please help.
  17. CrystalDevelop

    Disappearing Doors

    So I am making a really small project to learn on how rpg maker can function as an adventure/puzzle game. [A similarity I can think of off hand is Mad Father in that style]. So I thought that the simplest thing I could do is a key and door event. Player needs a key to get in [or in the case, out] of a room. I set up the event as a branching path event, if the player has the key they will be able to open the door and free to explore the rest of the level. However, when the player is supposed to not be able to leave, the door vanishes for a moment before reappearing. I am unsure if I did anything wrong in making the event or if this is how the engine works? Any help would be appreciated!
  18. Hi all, I have a combat system set up that allows for X max party members to exist, and Y max battlers on the field. I want to be able to give my player additional party members AND additional battlers as he/she gets more powerful. So like early game you can have 2 party members, but only 1 fights at a time. Then you learn to get 3 party members, and 2 can fight. etc. Eventually I want to go to like 7 party members, and 4 battlers. I already have the command to change max party members as the game progresses figured out, but does anyone know how to change the max battler number as the game progresses? Thanks, Murg
  19. 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.
  20. I need a plugin to play a SE/ME when a state is applied. NVM: I found a plugin for this, so its solved.
  21. I need a plugin that allows multiple accessories instead of just 1 by default. Not only does it need to allow multiple accessories but to be able to restrict multiple copies of the same accessory. The multiple accessory slots need to be considered as the same equipment type so that any accessory can be equipped into any slot. It also needs to allow 'Cursed' accessories that lock only their own slot & not all of them. If anyone can point me to a plugin that does this already or can provide a new one I would appreciate it. Also, don't suggest Yanfly's Equip Core, because its flawed hence the reason I'm asking for a new one. Edit: NVM, someone made a plugin for me so this is solved.
  22. 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.
  23. First off, I'm very new to coding business. Really sorry for the noob question.. So in a game I'm currently working on for the sake of making the luck stat useful as well as clarity, I intend to make my debuff rate more or less works with a formula like "Debuff total chance = Fixed % from skill + (user.luk - target.agi)%" I've looked up the forums and suspect that 'target.debuffRate(effect.dataId) * this.lukEffectRate(target)' in the rpg_object.js would be my go to script to change. But when I change target.debuffRate(effect.dataId) * this.lukEffectRate(target) into target.debuffRate(effect.dataId) + this.lukEffectRate(target) there seems to be no change of percentage to the debuff rates in my playtesting, (even when after I set the difference between luk and agi into '100' or '(100)*001'). Am I looking at the wrong script? or is there anything else I need to do for that '+' to work?
  24. CGMV Toast Manager By: Casper Gaming Last Update: 2/3/2019 Latest Version: 1.2 Introduction This plugin creates pop-up windows on the map scene. It can show up to 3 windows at a time. It is used by many CGMV plugins, such as the achievement plugin to show a pop-up congratulating the player on earning an achievement. It can also be used as a stand-alone plugin to display pop-up windows through plugin commands. Features - Re-sizable pop-up windows - Create your own pop-ups - Show multiple pop-ups at once Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are able to be altered. 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 Info
  25. casper667

    CGMV Core

    CGMV Core By: Casper Gaming (Casper667) Last Update: 2/3/2019 Latest Version: 1.6 Introduction This plugin is used extensively by other CGMV plugins and is likely to be required. It provides common functions mainly for CGMV plugins to use for convenience so they don't need to rewrite the same code over and over. Features - Plug and Play How to Use Import into plugin manager and enable the plugin. Plugin Plugin (along with all my other plugins) can be found here: LINK Credit & Terms Link Version Info
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