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RPG Maker allows you to offer your players choice selection, and depending on which choice they pick, your events will behave differently. However, what happens if you wanted to have a particular choice display a different text, depending on whether certain conditions have been met? Maybe if you haven't found an item that allows you to understand what the locals are saying in a foreign language, all of the text that is shown will be garbled. In particular, if you combine it with a plugin that allows you to disable choices, you could show question marks instead of the actual text. With this plugin, you can easily change a choice's text using events. More information and downloads are available at HimeWorks
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RPG Maker MV allows you to create up to three item drops for an enemy. When the battle is over, the player may receive up to any of these 3 items. When you specify drops, you use something called a "denominator" probability, which is basically you specifying the chances of the item dropping as a fraction of 1. For example, if an item had a 1/2 chance to drop, then it has a 50% chance to drop. If an item had a 1/3 chance to drop, then it has a 33.33% chance to drop. Unfortunately, with this system, you could never have any probabilities in between. This plugin addresses two issues:You can specify more drops You can specify probability using percentages This should give you more flexibility when designing your enemies. Want more freedom when it comes to enemy drops? Give this plugin a try! More information and downloads are available at HimeWorks
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This plugin allows you to easily double the number of times certain skills are casted. When a particular state is added to an actor or enemy, all of their skills will hit twice as many times. For example, by default, when you cast heal, you only heal once. However, when the double cast state is effect, you will heal twice for the price of one! More information and downloads available at HimeWorks
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By default, RPG Maker allows you to have skills or items repeat a certain amount of times when you use them. For example, if you want an attack to always hit two times, you would set the "repeat" field to 2. However, what if you wanted to create a skill or item that will repeat a random number of times between a given range? This plugin gives you the ability to do just that quickly and easily! More information and downloads available at HimeWorks Original request by wrigty12
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Message Sound Effects - Version 1.0 RPG Maker MV Plugin Galv Introduction This was requested so I thought it would be interesting to do. While I have seen games that successfully use this effect in their messages - I want to warn people that you can easily make something very annoying to players. Screenshot Features Add sound effects for when each character appears during 'Show Text' messages. This can be changed during game. Add sound effect to when 'Show Text' message is closed. This can also be changed. How to Use - Copy the "GALV_MessageSoundEffects.js" file into your project's /js/plugins/ folder. - Activate plugin using the 'Plugin Manager' - Read the 'HELP' documentation (also found in plugin manager) for more details and try the demo if you don't understand. Plugin Get it here Credit and Thanks - Galv Terms Free to use in any RPG Maker MV project including commercial. Please credit "Galv". Updates 2015-11-04 - Version 1.0 - Release
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RPG Maker MV gives you a way to offer choice selection to your players through events, and depending on the choices they make, the game will respond differently. One thing that it doesn’t support, however, is the ability to hide certain choices from view. For example, if you wanted to offer your players a list of quests that they can complete in any order that they wish, and to remove any completed quests from the list, your only option is to create multiple conditional branches for each combination of quests that are currently available, and create separate choice lists for all of those combinations. With this plugin, you can use a simple event call to hide a choice. Combined with conditional branches and other event commands, you can tailor your events to your needs quickly and easily! Want to hide some choices? Try this plugin out! More information and downloads available at HimeWorks Looking for more choice related plugins? Take a look at these: Large Choices Disable Choice Conditions
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RPG Maker does not come with a way to disable individual choices from a list of choices. For example, if the player shouldn’t be allowed to select a particular option, but you still want to show it, there’s basically no way to do it. This plugin provides an easy way for you to disable each choice based on your own custom conditions using tools that you are already familiar with! More information and downloads available at HimeWorks
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Skip Title Screen if there are No Saved Games
Zerbu posted a topic in Completed Scripts/Plugins/etc.
With this plugin installed, the game will automatically skip to the map if there aren't any saved games. There is also a parameter that allows you to restrict it only to playtests. Download from OneDrive: https://onedrive.live.com/redir?resid=18F586082025EE2F!481&authkey=!AI486emYAEhZlmA&ithint=file%2cjs- 1 reply
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So i want to have a battle with a side view sprite as the enemy Easy Right?...
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Author: Mr. Trivel Name: Minimum Damage Created: 2015-10-30 Version: 1.1 What does it do? Changes minimum damage from 0. Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Skill Shop Introduction This plugin provides a skill shop for buying skills with many custom costs. Instruction Place the Skill Shop plugin below any core plugins from other engines, such as Yanfly Engine, and configure the plugin to your taste. There are some notetags, please see them in my blog link below, or in the plugin. The plugin provides following Plugin Commands OpenSkillShop(X,X,X) Open Skill Shop instantly. Download Get plugin at my blog http://yed.yami.moe/yed-skill-shop/ Or in youtube video. Terms of Use http://yed.yami.moe/terms-of-use/
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Well, well... Although i hated Enterbrain so much before but now i think they do hear & learn what people say Since much of things i had complained in this topic: http://www.rpgmakervxace.net/topic/26323-rpg-vxaces-defects/ "Does not support multiple platform, why don't have 2 battle systems...." now has been resolved in this new RPG Maker: http://store.steampowered.com/app/363890/ That why we should point out what they hadn't done well instead of keep prising them & say users was lazy to get some fan made scripts Absolutely get one copy when it released!
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The script I'm sure a lot of people have been waiting for: adding sound effects when text is appearing in the text box! You can adjust the SE name, volume, pitch and pan in the parameters. You can also adjust the amount of characters between each trigger of the SE. You can adjust the settings in game using the following plugin commands and replacing the variables accordingly: ZerbuTextSE_SE Knock ZerbuTextSE_Volume 70 ZerbuTextSE_Pitch 100 ZerbuTextSE_Pan 0 ZerbuTextSE_PerChar 3 Zerbu_TextSE_Enable (v1.1) Zerbu_TextSE_Disable (v1.1) Download from OneDrive: https://onedrive.live.com/redir?resid=18F586082025EE2F!480&authkey=!AKMKe9rA1nh-QNg&ithint=file%2cjs Change Log: v1.1 - Added commands Zerbu_TextSE_Enable and Zerbu_Text_SE_Disable to allow users to disable and enable the effects during gameplay.
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Customize/Disable Text Outline + Shadow (v1.1)
Zerbu posted a topic in Completed Scripts/Plugins/etc.
I’ve been messing around with the new plugin system in RPG Maker MV. This s my first proper script. It’s very simple script that allows you to customize the text outline in RPG Maker MV. You also have the option to completely remove it if you prefer. It basically just overrides the class for drawing the text outline and makes all the parameters customizable. It lets you change the colour and size of the outline, as well as the HTML5 line join type. Download from OneDrive: https://onedrive.live.com/redir?resid=18F586082025EE2F!479&authkey=!AI-bIVftZvEmos8&ithint=file%2cjs Change Log v1.1 - Added the option to add a shadow. -
Ever wanted to have something happen when your actors level up?Maybe you wanted to fully recover their HP and MP, and any negative states removed Maybe you wanted to give them some bonus items and equipment Maybe you wanted to play a cut-scene Or anything else that you can think of. With this plugin, now you can accomplish anything you want when your actors level up! Every actor can have their own unique level up event, allowing you to tailor the events to each actors’ needs. More information and downloads are available at HimeWorks
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Hello guys~ It`s been a while since I actually posted a topic and here it goes~ Another HELP ME MEOW topic xD Apparently, this certain japanese plugin is doing some crazy stuff right now. You see, this certain plugin enables the player to change weapons in battle (as well as shields). It`s working fine with changing weapons but things go crazy when changing shields. When I highlight the shield option so I can change my shield, the weapons are still selectable. If you select a weapon rather than a shield, the weapon gets consumed. Yes, consumed, weapon lost forever. I dunno how to fix them meow... Here is the plug in if you need to check it :3 All the other Plug Ins that I use are all from YANFLY~ http://www.mediafire.com/download/tjx9fxt8ux1s63c/ChangeWeaponOnBattle.js EDIT: It seems to be an incompatibility with Yanfly and this plug in :3 I shall try to contact yanfly P.S. My topic title though.... xD
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Party Numbers Fix Author: Soulpour777 Plugin Description: Fixes how many followers you can show and how many battle members you can show. Plugin Terms: Free for everyone, just credit me and chill. Plugin: If you can't find it, you can have it on GitHub.
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Take a look at this video The intention of clicking on an event is to interact with it, but instead of simply talking to the person over the counter, you go around the counter! The issue doesn't occur if the event is blocked (guy on left). However, if there is an available path to the target, you'll end up going around the long way. Have you found any pathfinding related issues?
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So I'm trying to make skills that attack using their weapons, but the weapon animations does not show. I have added the "Normal attack" state and element to these skills as well as "physical hit" hit type. Quite stumped by this.
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Vehicle On/Off Locations - Version 1.0 RPG Maker MV Plugin Galv Introduction Restrict the player from getting on/off vehicles by using regions or terrain tags. Screenshot Features This plugin can restrict the player to specific locations (using Region ID's or Terrain Tags) that the default boat, ship and airship vehicles can be boarded or disembarked at. An example of use for this is to restrict ships to only piers or airships to certain airports/terrain. How to Use - Copy the "GALV_VehicleOnOffLocations.js" file into your project's /js/plugins/ folder. - Activate plugin using the 'Plugin Manager' - Set regions or terrain tags via the settings that you need to restrict getting on/off each vehicle. Separated multiple id's with commas - Read the 'HELP' documentation (also found in plugin manager) for more details and try the demo if you don't understand. Plugin Get it here Credit and Thanks - Galv Terms Free to use in any RPG Maker MV project including commercial. Please credit "Galv". Updates 2015-10-26 - Version 1.0 - Release
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Okay I've figured out how to increase the battle party from 4 up to 7 (there's a reason I haven't gone beyond 7 yet that I'll get to in a moment). For those interested, it's done the same way as in VX Ace, accounting for the differences between the old scripts and the new js plugins (if anyone needs further explanation I'll be glad to provide it). Surprisingly, the side-view battle system will display a line of up to 7 heroes without a problem (more than that and you start hitting the screen edge). However, I want to make a second rank of characters, like in Suikoden, so there'll be two ranks of 4 and 4 heroes, ultimately. Included with the dlc is a plugin called SVActorPosition which is supposed to allow for custom placement of side-view battlers, but I've so far failed to modify to allow what I'm trying to do. I appreciate any help you can provide.
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Do you plan to convert your current project to RPG Maker MV?
Zerbu posted a topic in Editor Support and Discussion
I've only just recently returned to RPG Maker games and don't have a lot to convert, so I'll definitely be starting over in RPG Maker MV. For those who've already been developing for a long time, it'll probably be harder... -
What does it do? For people who like big numbers, but want to make them smaller in space. It adds postfixes to damage when it gets big enough - E.g. 1884B Author: Mr. Trivel Name: Damage Postfix Created: 2015-10-28 Version: 1.0 Screenshot: Required: damage.png Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Legal: Free for non-commercial games. For commercial use contact me.
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What does it do? Allows to have more allied characters in battle. Also reposition them a little bit. Author: Mr. Trivel Name: Battle Character Limit Created: 2015-10-27 Version: 1.1 Screenshot: [ Plugin: <Link: Github> How to download the Plugin: Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
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Have you ever had a situation where your troop events didn't seem to run in battle? For example, when the last enemy has been defeated and you want more enemies to appear, you found that instead of the enemies appearing, you simply won the battle? By default, when the last actor or enemy has been defeated, the game will immediately go to victory or defeat processing. This means that if you have an event that should run after the last enemy has fallen, that event will be ignored. You may have discovered workarounds such as setting your enemies to "immortal" so that you can run your events, but is there an easier way to handle this? The purpose of this plugin is to address the issue that I have described. By simply inserting this into your project, the game will perform an extra check before the end of battle to see whether there are any events that can be run, and proceed to run them! More information and downloads are available at HimeWorks


