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1) After Battle Recovery: Enables recovery after every battle, allows for modification of initial TP and max TP 2) Vampirism: Controls the efficiency of drain skills and allows for a state for enhanced efficiency. 3) Indominable Will: Allows the player to survive with 1 HP as long as they have MP, have states at 1 HP condition, 0 MP condition and max TP condition. 4) State Stacker: Allows states to stack, burst and overflow. itch.io github If anything seems odd, let me know. Otherwise, good luck in your development!~
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Hi guys! I just start my first game project and still cannot decide the theme... so I decide to ask for opinions My game (which still doesn't have a name) is mainly about the royal family's fight over the throne The protagonist is one of many princes who need to struggle in order to survive in this cruel environment The game system is more like visual novel RPG with puzzle, romance, politics and some minor fighting system (not so focus though) Every decisions is essential and could lead to different endings That's all for the brief info. Now, what I cannot decide is whether I should choose the western style or eastern style theme Actually, I first plan to make it in Chinese theme but realize that Chinese name is...quite hard to read and I'm worried that players wouldn't be able to remember the characters' name (it's quite important) so I wonder if I should use Japanese name instead? The other choice is western style like normal fantasy game (FE FF LA RF etc.) which is more familiar to most players Like, it will suit one's taste easier? Sooo if it was you, which style would you prefer to play? Thanks in advance for all the opinions!
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Is there any way to make it to where Mr. Flippers the cat has a beam of light on him due to the fact that he has a quest for me? Also, I think this is the correct forum for this question, thank you in advance!
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Hi everybody! I just remembered I need to purchase a title screen for my project before I announce it on my blog and this site.... What are the best dimensions for a title's pictures for the RPG Maker MV? I want it to have good quality. I would prefer HD if possible. Thanks for any advice!
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Hello I need some help with setting multiple boss phases. I already know about the enemy transform feature, which does wonders for me, however, I can only do this once in a battle. For the boss fight I have planned I want him to have a third phase, how would I do this? Thank You
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Uncaught ReferenceError: dragonBones is not defined... Some help?
Culico posted a topic in Programming
Hey, i use yanfly's plugins and all, but there's one i'm having some trouble with, the Dragonbone integration, when i launch a test the game crashes everytime and i get this message : Uncaught ReferenceError: dragonBones is not defined. I actually don't know what i'm doing wrong, have i done the instalation the wrong way? Some help could be really helpfull... Here some screenshots for more information, i can give more if needed: -
I'm using this plugin to give more stat customization to the player, but I'm having touble with the formulas. Specifically, the cost formula. This is the one I'm using: Math.ceil(actor.atk / 10) + 1 So, if I understand correctly... This should make that for every 10 attack points the actor has, the cost goes up 1 point. Since my character's attack is 22, the cost should be 3 points... And it's currently asking for 4. I know I'm missing something, or that I'm doing something wrong. I just don't know what. I suck when it comes to formulas, so I'd really appreciate any kind of help you could provide. Thanks in advance!
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- statdistribution
- sumrndmdde
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Is there a way to have the name of a character in a separate box above the main text box? Sort of like a name tag? All the scripts and plug-ins I can find are either for VXA or the download link simply expired.
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first, hope this is the right place to ask, if no sorry and thanks beforehand for any help i google and searched forums but dont find anything i wonder if there is a plugin that emulate the rebirth system of the mmorpg games for those who doesnt know== character reach X lvl = option to rebirth open rebirth = character is rebooted to lvl 1 with base stats plus X% stats plus X% stats = might be base X%; X% based on level or stats at rebirth; X% x number of rebirths; etc -certain skills might be forgotten, others keep
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So i have my random encounters and my example enemie in the enemies setting awards 2 XP and 1 Gold but when i actually battle test it is awarding amounts of like 12 xp and 11 gold any idea whats going on here? Edit: Nevermind i figured it out. This Topic can be removed or closed
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Hey there Im kinda stuck on this and cant seem to figure out how to set this up and im here in hopes to find someone that could give me a hand, hint or short tutorial. Im looking to make a state that gets applied when resting at a Inn (no problem sofar) that then lasts over multiple encounters. (this is the problem) By regular means states can be set to be removed after X amount of steps. It works but its not ideal. I would rather set it up to X amount of encounters to give it better consistency. Thanks in advance for input, help, hints or ideas! Greetz Dan
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(MMO)RPG Maker MV Summary This is a project I started in 2016 and on which I worked for only few weeks. In 2019 I stumbled upon an old version of the code which I have tested & refactored (a little bit). I also decided to restart working on it on my free time - which I almost have not - and open source it with the hopes that some other cool people upgrade it! History I have used RPG Maker since its 2000 version. Discovered it when I was a kid and used it to make many (very bad) games. It clearly impacted a lot on my creativity and my development desires. Later on, as a French-speaking person, I discovered a (now dead) project named FROG Creator which was a dedicated at creating MMORPG in a RPG Maker-like environment. With the release of RPG MAKER MV which allows usage of JavaScript and its HTML5 export, I decided to give it a try and discovered quickly that yes, RPG Maker MV could easily be used to create an MMORPG creator interface. How to use ? Video : Plugins requirement Disclaimer : All the files are already contained in the project. Orange Custom Events : http://download.hudell.com/OrangeCustomEvents.js Orange Custom Event Creator : http://download.hudell.com/OrangeCustomEventCreator.js Launch steps git clone the repo Install NodeJS and npm i in the server folder Install RethinkDB and rethinkdb in the server folder node mmo.js in the server folder Start the RPG Maker MV project. Congratulations! Your game is now an MMORPG. Current functionalities Synchronized player movements Synchronized skins Persistence of position & skin Persistence of stats Persistence of inventory & equipment Persistence of local switches Persistence of global switches Global and local map system In-game chat Improvements to do : Improve in-game chat UX with keybindings and so on Add RESTFUL API for outside game interactions Create inter-players interactivity (trades, pvp, ...) (Continuous) Refactor entire code base (MUCH LATER) Server-side anti-cheat Join Discord (real time updates etc...) : https://discord.gg/GVqyAwp Download : https://github.com/samuelcardillo/MMORPGMaker-MV
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- multiplayer
- mmorpg
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Hey, So I tried looking for something that could help, but maybe I'm just too newbie to figure it out... Basically, in my game, battles rely heavily on the manipulation of parameters and stats instead of simply dealing damage. Instead of Hp and Mp, I have Energy and Taint (some form of corruption that comes from using magic), both are used to perform actions, so normal actions use up Energy and can lower the Taint levels, while certain spells instead of using up Taint (the Mp bar), add to it. 1. How to make a victory/loss condition based on the MP bar, as in, if you or the enemy reach Max MP you're corrupted by the Taint, and turn into a monster/switch sides which starts another battle afterwards or whatever. Similarly if one of yours or enemy's parameters (let's say Mdef) gets to zero after debuffs, the battle should also be lost. 2. How to change Enemy's parameters before the battle. I know I can make enemies and troops in the Database tabs, but the way I plan on doing it is basically having a number of random events on the map that you can interact with before a fight (the events are potential enemies), so depending on your interactions they get different stats which I write into variables. I want to have just 1 basic enemy (let's say a Bandit) in the Enemies tabs, then when I encounter bandits on the map and start a fight with them the same Bandit troop appears but they get their stats adjusted based on the prior interactions, so basically some way of writing the variables into the parameters of the enemy troops when the battle starts? Hope that makes some sense... I'm kinda new to RPG maker MV in general, so I apologies for not getting certain basics ;c
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Stealing, Sealing, and Unsealing Enemy Skills
Koa707 posted a topic in Editor Support and Discussion
Hello all, I am a first time poster here on the forums and relatively new to RPG Maker MV. I am currently having difficulty implementing Yanfly's 'Spell Siphon' mechanic, linked here for reference that I would like to use for a boss encounter. In my current game, I am designing a boss who uses several abilities that are designed to overwhelm the player (paralyze, summon reinforcement, 100% chance to counter, etc.) To counter this, the player is granted the ability to 'Borrow' the 'items' the boss is using to produce these attacks. For example, the boss has an ability called 'Rocket Boots' which gives the boss an is attack speed buff. The player therefore, has the option to 'Borrow' the Rocket Boots to prevent the boss from using that ability (I assume by 'Sealing the Skill,' although I have not made it that far into the design/testing). The flip-side is that once stolen, the stealing character is affected by a stacking increase damage taken debuff. Once the stacks get to high for the character to manage, they can 'Return' the stolen item to clear the stacks, but once returned, this now allows the boss to use that ability once more (again, I assume by 'Unsealing the Skill.'). My original intent was to use Yanfly's 'Spell Siphon' to implement this boss mechanic. When I attempted to implement this, I went with the following strategy... Currently, under 'Troop Events' I have a 'State' added to the entire party that provides them the 'Borrow' skill type, as this is a skill type I would only want them to have for this specific encounter. I then created a 'Skill' called 'Borrow' and used the code provided by Yanfly's 'Spell Siphon' in the 'Note' box. In the code below, the var allowed=[11] is the 'Spoon' ability I am trying to allow the 'Borrow' skill to steal and (04) in 'allowed.push' is the 'Borrow' Skill Type which is the skill type for all the bosses abilities. <Before Eval> var allowed = [11]; allowed.push(04); var skills = target.skills(); for (var i = 0; i < skills.length; ++i) { var skill = skills; if (skill && allowed.contains(skill.stypeId) && !user.isLearnedSkill(skill.id)) { user.learnSkill(skill.id); var text = '<CENTER>' + user.name() + ' has learned \\i[' + skill.iconIndex + ']' + skill.name + ' from ' + target.name() + '!'; var wait = 90; BattleManager.addText(text, wait); user.startAnimation(119); break; } } </Before Eval> I then ensured that all my bosses 'Skills' likewise use the 'Borrow' 'Skill Type' to ensure that the player can use them (now that they were granted the 'Skill Type' from the 'Troop Event'). However, despite numerous tries, whenever I test the Battle and select my 'Borrow' Skill Type, none of the bosses abilities appear to be 'steal-able/ siphon-able.' I have included pictures of the following in hopes it will help identify the problem: A. Skill Types: To show the 'Borrow Skill.' B. 'Troop Event' to show that the State for Players to have the added 'Borrow Skill Type' added at the outset of the battle. C. The 'State' I created, 'Add Borrow Skill' that the 'Troop Event' uses. D. The 'Borrow' Skill with the code from Yanfly's 'Spell Siphon' tip. E. A sample ability, 'Spoon' that the boss has that I would want the character to be able to steal. Any help in identifying what error I made would be much appreciated. Likewise, if there is a better plugin, process, or way to design this mechanic outside of using 'Spell Siphon,' I am very happy to take any advice. Thank you for your time and help!-
- spell siphon
- steal enemy skill
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What is the best program to record game footage for a trailer?
FranklinX posted a topic in Editor Support and Discussion
HI guys! I need help finding a program to record my game's footage for a trailer. What is a good program for recording game footage for the RPG Maker? I would prefer a free program without any watermarks. However, I am open to purchasing a product if the price is reasonable. Thanks -
Chase NPC collision with party member
KnightOfEnergy posted a topic in Editor Support and Discussion
Hello, im making a project and i have a problem, everything what my chase NPC should do works fine, but when it collides with my party member (who follow the player behind him), nothing happens, the NPC just stay quiet as if it hit a wall or some solid tile, instead of triggering the event. How can i fix it? (english is not my first language, so sorry for my grammar) -
First of all good afternoon and sorry for my prob bad grammar, i search about this a lot but found nothing, i have a problem/answer basically im tryng to modify the pause menu, but i want to add the profile/description at the status window of the character, so... how i can call the draw profile/description text, i'll add a code of what i was tryng to do [and probably is totally wrong since i'm not veteran at js] basically this piece of code just calls the actually active elements of the original menu so... i need to know where to modify code for this to work. (this only a part of the code) Window_MenuStatus.prototype.drawItemStatus = function(index) { var actor = $gameParty.members()[index]; var rect = this.itemRectForText(index); var x = rect.x; var y = rect.y; var width = 288; var bottom = y + rect.height; var lineHeight = this.lineHeight(); this.drawActorName(actor, 150,0, width); this.drawActorLevel(actor, 150, 80, width); this.drawActorClass(actor, 150,40, width); this.drawActorHp(actor, 280, 1, width); //this.drawActorMp(actor, x, bottom - lineHeight * 2, width); //[I MEAN THIS ONE!] this.drawActorProfile(actor, 280, 80, width); this.drawActorIcons(actor, x, bottom - lineHeight * 1, width); }; also... no i'll not download plugins from anyone, i prefer do stuff by myself. thanks in advance
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So Im trying to do something really simple, however I have no scripting ability whatsoever. I simply need a script that copies the variables of an actor and saves them to a file. Then I need a script that then refers to that file and copies the variables to the currently played actor. The reason I need this is to make it to where a player who was offline can log in to a server that has different variables and switches saved for the actor they are taking over. An event would then reset all of the actors progress reducing level and stats to beginning status, then once the player has logged in the script call would then copy the variables from the file to the character thus bringing offline progress in to the online server. This is the last hurdle I have to jump before the framework for my game is complete and I can just make quests. Any help would be greatly appreciated and credited.
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Which Battle System Do You Prefer from RPG Maker MV?
FranklinX posted a topic in Editor Support and Discussion
A game's battle system is an important factor for its success. A great battle system elevates your game's quality, but a bad battle system will disappoint players. Most developers with the RPG Maker do not have experience in software and coding. Thankfully the RPG Maker MV has two options for a battle system. First, we have the classic side view battle system. It features the enemies and characters on the screen. Second, we have the front view battle system. The screen only shows the enemies on the screen from a first person point of view. I prefer the side view battle system. It looks cleaner and more natural in my opinion. I want a 3rd person point of view instead of looking through the character's eyes. It is awesome watching the characters act in battle. I can see a fallen party member or a wounded hero. That imagery feels me with emotion as my favorite has fallen in battle and I must help them! On the other side, we have the front view battle system. I've never liked this style.I can't see the characters swing a sword or cast a powerful spell with their hands in motion. These are just mine opinions. I would love to hear yours! -
I have a question for something I’d like to do in my game. I have a bit of a strange enemy HP system - the gist of it is, each enemy’s HP starts at half, and the enemy should be considered dead if the HP reaches 0 OR if the HP is full (with negative attacks, that heal). I need help with this latter condition… how can I make it so that the enemy is considered “dead” to the game when the HP is full? The player should still receive EXP with either win condition. I know I’ll need to make it so that the status cannot be inflicted until the halving command has run, but I’m a bit stumped as where to go from there. I don’t think this will require a complex script, but if it does let me know and I’ll move/repost in the appropriate section.
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RPG Maker MV - for Nintendo Switch, PS4, & XBOX ONE
FranklinX posted a topic in Editor Support and Discussion
Sorry, if this topic has already been created. I could not find one as I did honestly search for it. As many people know the RPG Maker MV is being released on the Nintendo Switch, PS4 and XBox One. It is the first RPG Maker to be released on home consoles in many years. However, there are many questions about this version. Who is this product for? I am guessing young children. Many PC users such as myself do not need this version of MV. I can only see parents buying this for their kids or someone who does not know anything about the RPG Maker. You may have noticed new heroes and one new villain in the trailer. My only hope is they become available for PC users such as ourselves. They can expand MV's tiny RTP. It's the smallest RTP to my knowledge. There is an interesting comment on the trailer's page on YouTube. A viewer mentions the trailer does not show any features of the engine/game. There is a lot of false advertising. Your heroes/battlers do not appear on full screen. The trailer does not show the battle systems or any features in the engine.- 1 reply
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Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Unison Item compatibility issues Games using this plugin None so far Addressed Plugins Prerequisites Plugins: DoubleX RMMV Unison Item Abilities: 1. Nothing special Instructions Place this plugin below all DoubleX RMMV Unison Item plugins Terms Of Use Changelog DoubleX RMMV Unison Item Compatibility v100a.js DoubleX RMMV Unison Item Compatibility
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Note This plugin's available for commercial use Purpose Fixes DoubleX RMMV Skill Hotkeys compatibility issues Games using this plugin None so far Addressed Plugins Prerequisites Plugins: DoubleX RMMV Skill Hotkeys Abilities: 1. Nothing special Terms Of Use Changelog DoubleX RMMV Skill Hotkeys Compatibility v100a.js DoubleX RMMV Skill Hotkeys Compatibility
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Hello guys So I did a google search but couldn't find anything which was what I was looking for. I've found a thread but it's incomplete. Here's the idea: 1. In battle, enemies attack in real time much like in an ATB system. 2. The player attacks by typing in words appearing underneath an enemy. 3. The words are selected from an enemy "database". For example, goblins might have three words linked: "wood", "axe", "run", short words because they're easy. I should be able to add words to enemy database. 4. The "tab" key would allow the player to choose his target in battle. The target would need to be highlighted in some way. 5. Mistyping discards the current word and replaces it another word. For example, if the player types "wood" but makes a mistake, the word is discarded and replaced with a random one from its database, "run" or "axe". 6. Typing the word correctly deals damage based on the weapon equipped. I'd like more features but considering it's a request it'd be rude to ask for too much. More ideas I had in mind: 7. MP gradually replenish during battle. Every missed keystroke drains mana. When there is no mana, the player can't attack and has to wait to replenish his mana (and is left open to attacks). If I were to implement 7, the words would remain until they're fully typed in as opposed to being discarded when there's a mistake. I feel like this would be more forgiving. 8. A critical hit meter which fills up as players write multiple words without mistakes and automatically triggers when full, dealing a devastating attack. 9. A way to use special abilities and spells but I have no ideas as to how to implement this for the moment. 10. Status effects which impact typing: randomly darkens letters, scramble the letters of the word, deals damage every time a letter is typed (poison or something like that), something which drains more stamina every time a letter is typed, etc... So you see, the issue is not the ideas, is the implementation! All of my assets are done for this. All I need is the plugin itself. P.S.: Note that I could also offer money for this (although I'd release anything I create for free to the community). If some of you would do it for a fee, feel free to contact me with your offer.
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Hi ! I'm facing a problem with one of my commands. I'm trying to give experience to a character. So I want to show a text and ask for a number, but the problem is that both of them appear only when I close the menu. Is there a way to force the menu to close or to show the text while a window is opened ? Thanks for reading !


