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Found 847 results

  1. 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
  2. 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.
  3. 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.
  4. 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.
  5. 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!
  6. 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.
  7. 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!
  8. 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
  9. 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.
  10. I need a plugin to play a SE/ME when a state is applied. NVM: I found a plugin for this, so its solved.
  11. 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.
  12. 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?
  13. 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
  14. 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
  15. RoseGuardian

    Militibus Elementis Arc 2 18+

    Warning: This game contains Nudity, Mild Language, Fantasy Violence, and Suggestive Themes Please Note this is the full game. If you find any bugs, please let me know. Important Notice: If you want to use your save from arc 1 you have to copy the save folder first, then select new game, and then when it asks if you want to use your save from arc 1 choose yes.
  16. Hello, everyone. Again, I`m KOC-316 and I`m coming to you with a new episode! It has new graphics! Improved voice editing check it out!! This is Luna`s Edge! Be sure to like, share, and subscribe! This is not a game! I repeat this is not a video game. It`s a sprite show on youtube using rpg maker. I`m saying this not to confuse people and also not to get banned by the higher ups. They be glued to people asses like spinal cords and carseats! Lol, please check this out! It`s good! Good story and it will suprise you! Check it out! Let`s go!!!
  17. Turn and Move Author: Soulpour777 In the Pokemon games, it allows you to turn to the direction first before you actually move to that certain direction. This plugin emulates that certain effect. Plugin Commands set turnandmove true sets the turn and move function turned ON. set turnandmove false sets the turn and move function turned OFF. Plugin Download: Download the plugin on Soul x Regalia. Terms: - You are free to edit and adapt my plugins - You are free to use this plugin for commercial and non commercial use. For more terms of use questions, please visit my website.
  18. 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
  19. 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.
  20. 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!
  21. (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...
  22. 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
  23. 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!
  24. 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!