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Found 866 results

  1. 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.
  2. 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.
  3. 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
  4. Testing options and permissions for new area. Number of seconds till Riki posts---5 4 3 2 1.....
  5. Move Route Extras - Version 1.1 RPG Maker MV Plugin Galv Introduction I felt MV could use the same extra move route commands as Ace did. So my first plugin is creating an MV version. Screenshot Features This script was written to fill some gaps the move route commands left out. Script commands can be used in move routes (for events and player) to: – Jump forward x spaces – Jump to an event or x,y position – step toward/away from event or x,y – turn toward/away from event or x,y – turn on/off self switches – fade opacity in/out – move random only on chosen regions – wait a random amount of time – repeat commands a number of times – play ballons/animations – change graphic to a chosen charset frame How to Use - Copy the "GALV_MoveRouteExtras.js" file into your project's /js/plugins/ folder. - Activate it using the 'Plugin Manager' - Read the 'HELP' documentation (also found in plugin manager) to view available move route 'Script' commands. Plugin Get it here Credit and Thanks - Galv Terms Free to use in any RPG Maker MV project including commercial. Please credit "Galv". Updates 2015-11-05 - Version 1.1 - Added ability to set a character's graphic to a certain frame of a characterset 2015-10-23 - Version 1.0 - Release
  6. Message Background - Version 1.8 RPG Maker MV Plugin Galv Introduction My second plugin in my quest to port my Ace scripts to MV plugins to make messages prettier. I encourage people to make their own nice designs, the one in the demo isn't very fancy. Screenshot Features Display an image behind "Show Message" windows instead of the normal windowskin. These images react to the Show Message settings such as 'Dim', 'Transparent' and positioning. - A variable can be used to change the image during game - A switch can be used to disable the image and revert to normal windowskin messages How to Use - Copy the "GALV_MessageBackground.js" file into your project's /js/plugins/ folder. - Copy the image "msgimg_0.png" and "msgimg_1.png" (from either plugin or demo download) into your project's /img/system/ folder (to use as guides for making your own). - Activate plugin using the 'Plugin Manager' - Change the switch/variable settings as required (make sure to label the switch/variables you use in your game so you don't use them for something else) - 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 2017-01-22 - Version 1.8 - made compatible with default startZoom function 2016-11-13 - Version 1.7 - fix if game can end while a message is open 2016-09-16 - Version 1.6 - made objects available publicly 2016-05-04 - Version 1.5 - fix an issue that kept dim window showing 2016-04-02 - Version 1.4 - compatibilty fix for Message Styles plugin 2015-10-30 - Version 1.3 - Removed accidental code + compatiblity change 2015-10-27 - Version 1.2 - Fixed a bug with showing behind pictures 2015-10-26 - Version 1.1 - Fixed a bug in variable setting 2015-10-25 - Version 1.0 - Release
  7. Tsukihime

    Battle Weather

    This might not seem like a big deal, but do you have some weather effects on your map? For example, you’re walking through a snowy fortress and it is currently snowing on the map, but then when you enter battle…it’s not snowing. While that may or may not desirable, RPGMaker MV doesn’t give you much choice: there are no weather effects in battle. You can test it yourself: 1. On a map, create an event that will add some snow weather effects. 2. When you run the event, it should start snowing 3. When a battle begins, the snow effect stops. 4. After the battle, the snow effect resumes. So even if it’s heavily snowing on the map, your battlefield will be perfectly clean. With this plugin, you can have your weather effects carry over into battle! More information and downloads available at HimeWorks
  8. Tsukihime

    Large Choices

    The Show Choice event command allows you to present players with a set of options that they can choose from. Depending on their selection, your event would respond according to their choice. By default, RPG Maker provides you with a maximum of 6 choices when you create Show Choice commands. This means that, at anytime, you may present up to 6 choices. However. what happens if you would like to display 7 choices? Or 8? Maybe more? You would need to come up with a method that will allow players to view all selections, but at the same time work around the 6-choice limitation. Rather than having to figure out how to do that, this plugin makes your job easier by directly allowing you to create choice selections with more than 6 options: Need more than 6 choices? Download the plugin and try it out! For more information and downloads, go to HimeWorks
  9. Suppose you had an item that gave you lots of fruit upon use by calling common events. Each common event will randomly select a fruit and add it to your inventory. So you figure if you just create multiple common event effects, the game will run it multiple times. When you go and test your item, you will realize that it doesn’t work; the game only runs the common event once, instead of 5 times as shown in the screenshot above. The issue here is that the default engine only supports one common event at a time; if you need to reserve more than one, the previous common event requests will be overwritten. However, by using this plugin, you can reserve as many common events as you want and all of them will be executed. For more information and downloads, go to HimeWorks
  10. What was added today that wasn't there before Oo?
  11. I just installed MV trial, and to give it a test I started a blank project. However, I am shocked to see that there are actually very low amount of BGMs in the RTP, I am not sure if I am missing anything. But when I took a look at some of the musics, I saw some of them are skipped, like the "Theme" - it's "Theme1", "Theme2" and directly after that there's "Theme6" wihout 3, 4 and 5. Here's what it looks like: It's not just that, I am also missing some Sideview battlers for actors, I'll leave a screenshot... Can anyone tell me how to get the missing files? Or is it actually like that and I am not missing anything? Thanks in advance for your help! ^^
  12. Glasses

    Static EXP

    Author: Mr. Trivel Name: Static EXP Created: 2015-10-26 Version: 1.0 What does it do? Makes every level require same amount of EXP. Enemies give exp depending on actor level. How to use? Set parameters in Plugin Manager. And use tags for enemy note fields: <level: X> - Level of enemy. If no level noted assumes level 1. <custom_base_exp> - instead of using default base EXP 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.
  13. I could be wrong, but I'm sure I read that it would be "easy to add custom stuff yourself". Is that confirmed? I've tried transfering some stuff between the folders for male and female to try vary it up, but it isn't processing into the actual generator. Has anyone found a way to do this or such? I'm also sad there isn't a Steam Workshop for MV (yet?), but I know the software was only just released so I'm not to bothered right now. I'm asking because it's tedious to have to constantly edit every sprite the same detail and such, and would like to make it a gen part instead. Is this possible, and if so, has anyone found out how yet?
  14. Where can we upload our custom MV materials? Is MV going to have a separate Thread for resources and plugins?
  15. how do i get my custom hero that i made to show up! >< she invisible D:
  16. Anyone experiencing this? Follow this link and its instructions. The cause was a missing Dll file you can download here: http://forums.rpgmakerweb.com/index.php?/topic/46673-windows-7-having-a-splash-screen-error-heres-a-fix/
  17. So anyone know how to change the grey and white checker background color like in the old installments?
  18. how do you import stuff into the engine i cant find the import resource button D:
  19. Can someone make me a rose weapon D: so every time my character attacks normally. she uses a rose instead of a sword i made a new weapon and a new weapon type but i cant seem to find where to put what the weapon looks like D: other words my weapon when attacking is invisible please help (OK I FOUND where to change the look of the weapon now all i need is a rose weapon or flower but i dont know how to import stuff yet D:) ((APPARENTLY THERE IS NO resource manager at all @_@))
  20. So... only few more hours and RPG Maker MV is going to be released. Yohoo What do you feel & want to say right now? Let me begin: - Hell yeah! Lol! Awesome! Finally! - ...................... - (Sigh) - Nvm - I am too old for this - I don't have time for this - Still buy it, lol
  21. Thanks Tsukihime for being on top of checking your email! Also a big thanks to the MV team for all the work they've done leading up to this release, including all the plugin videos! If you pre-ordered from the store, you should have an email with a download link. The Steam version goes live tomorrow at 10 am PST. Tsuki posted this as a status update, but just in case it gets pushed down, I thought I'd post this thread as well. As they say, happy RPG Making everyone!
  22. Dainiri.Art

    MV's 1st Week

    So all of you guys must be aware of the day MV will arrive. Here is the thing, what things do you want or wish to see on MV's 1st week? Do you think it will be nice to see custom resources after a few days? For me things I want to see first are plugins that can improve the gameplays, yeah I know its not that easy to create plugins in a few days after MV is out but a few simple but great plug-ins will be very nice.
  23. Whyyyyy are the default characters still one tile tall and not two like RM XP or even 3 like Chrono Trigger featured? The default RTP tilesets needed a way bigger overhaul in my opinion. Sure, the higher resolution is nice along with the other features, but the art is so disappointing.
  24. Tsukihime

    MV Preview

    In case you missed it, engrave this in your eyes and feel what it's like to watch someone play with MV in front of you. After watching the video though... Feels like Ace lol
  25. . . .what do you think?. . . . . .with the useful new features, do you think the price will be much more expensive than ACE?. . . . . .and does the new game file format might increase the cost significantly?. . . . . .i'm saving up to buy this, so i need your overseer power on this. . .
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