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Hello everyone! This is my submission to the 6th Annual Driftwood Gaming Game Jam "Build Your Own Game Jam"! I picked the themes "Purple" and "Survival" for this entry. https://itch.io/jam/build-your-own-game-jam/rate/980407 The game had the honor of having 7th place for the overall ratings of the jam. Story: Screenshots: Download: Features: - Fast-paced turn-based battles - Immersive Sci-fi setting - Short and gameplay focused
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Watch Trailer: BlueSkies 3 Goodies: Demo version 2.5 Let's Plays/Reviews:
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CGMZ Fast Travel By: Casper Gaming Last Update: 5/5/2022 Latest Version: 1.0.0 Introduction Allows you to fast travel between different locations in your game. Fast travel points can be separated by category. It can handle as many fast travel points as you want, and it also allows you to set gold or item costs to use the travel (optional). You can also show/hide fast travel locations via plugin command. Features Unlock fast travel nodes through gameplay Change fast travel node location and category mid-game Fast travel locations can have costs associated with them Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/fasttravel/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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Note This plugin works for both RMMV and RMMZ Purpose Lets you extract texts in events/common events/battle events to txt file Video Games using this plugin None so far Parameters Prerequisites Terms Of Use Contributors Changelog Download Link Demo Link
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CGMZ Screenshots By: Casper Gaming Last Update: 3/29/2022 Latest Version: 1.0.0 Introduction Lets you take screenshots within the game. Screenshots can capture the game screen and be saved directly to computer or prompted to save at the user's choice location for web-hosted games. Features Capture accurate screenshots of the game window Automatic creation of screenshot files for downloaded games Prompt to download for web-hosted games Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/screenshots Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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Is it possible for rpgmaker to remember data through all save states? In example; a player reached one of multiple endings. Is there a way for rpgmaker to remember a player has reached the end even if they start a new game?
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Using Passive Skills to Apply States of Specific Damage Reduction
Xarnic posted a topic in Editor Support and Discussion
Hello, this is my first post here so I should start by introducing myself. I'm a computer programming major leaning towards the game design elective in my degree, and I decided that while I am out of college, I should jump into the game development that I want to do. Starting out with RPG maker to really get my feet wet, rather than coding from scratch without a predefined engine. Anyways, onto my question. What I would like to inquire about is how would one go about this process, and whether or not I could do it in engine by default or if I would have to make a plugin specifically for this. If the latter is the case, if someone could get me on my way with the syntax on that, I would much appreciate it. I've taken Java, Python, Visual Basic, and C++ courses, so I have at least a decent wealth of knowledge in those, however I've come nowhere near mastering any, and JS is a new beast to me in that right. tl;dr The process: Player Has Passive Skill of Acid Resist(covering poison related DoT spells or attacks)---> Enemy Casts Venom, doing flat damage and applying a poison DoT state->Acid Resist procs fully and reduces the incoming tick damage from the Poisoned state by 40%. The formula I would like to have applied is this--> PoisonDamageFormula*(1.0-AcidResistNumber) = final damage. This would equate to Math.floor(PoisonDamage*0.6) overall. How should/would I apply this? I have been thinking I would love to use the notetag system in engine to do this, however with the way it works, I don't know of a way to plug in the tick damage from the poison state in tandem with an Acid Resistance state to get a final state of damage. I've thought about the potential of using a common event with a trigger based upon if the target in question is poisoned? However, I noticed when fiddling with it that I do not know how to use a blanket argument when it comes to characters, and I would have to choose a specific one. I could be wrong of course, as I am new to all this, so please correct me if so. The reason I want it to pull a variable is because the variable will be determined by their acid resist tier. Scaling from tier 1 to tier 3, gaining 20% more resistance with each tier. Each tier would be harder to obtain than the last, of course, and it's not a needed thing, just something for the grinders out there who want to fully complete something they play. Poison DoT is working like Final Fantasy and Pokemon, where it persists unless otherwise cleansed, which, I know, annoying. Thank you for your time, I look forward to hearing from the lovely people on this forum regarding this.-
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- damage reduction
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[MEDIA=youtube]C69pv0TzBfw[/MEDIA] On a night shift unlike any other, the Head Nurse, Bowie Law, specializing in virtual care encounters a virus that might be beyond his abilities to treat...An exercise in true glitch horror, running from your imminent deletion from all manner of digital threats. With patients on the line, can you survive the night shift without getting a Fatal Runtime? This is a horror game developed for the 2020 Quarantine Game Jam. DOWNLOAD It's Free! CONTROLS Arrows / WASD= Move SPACE, Z or ENTER = Examine / Advance text F4 / ALT+ENTER = Fullscreen ESC, X = Menu / Cancel/Erase (text) Mouse control is also enabled! For bug reports, please contact us for a quick fix! https://twitter.com/burgerphones SCREENSHOTS https://img.itch.zone/aW1hZ2UvODM5NDE2LzQ3NDk4NzAuZ2lm/347x500/2z9yVs.gif[/IMG] https://rpgmaker.net/media/content/games/11891/screenshots/redman.gif[/IMG] https://rpgmaker.net/media/content/games/11891/screenshots/haunted_toilet.gif[/IMG] ERROR
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Heya! So I can't seem to find anything that explains what the different tilesets are for (A, B, C, D, and E.) I'm having a problem where my tiles from set C don't show up in game at all (everything else shows up fine). Is there some special way to use these tilesets?
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In the game I'm making I want to hide the level display in the main menu and battle menu. I've only found ways to hide the level for the everyone but not for a single actor.
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So I am trying to do this thing where the player can set a trap for npc's. I got a lot of it working, the traps can be placed and npc's can walk on it. the trouble is they do not interact with each other and nothing happens. If anyone has further question or solutions please comment.
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https://castiger.itch.io/kotc-optimized-advanced-onscreen-waypoint-system Allows you to show visual on screen waypoints for whatever event you wish, using colored dots and squares, for better clarity of locations of various game objects. Dots, Square, Arrows, Pictures, morphing waypoints, etc. Read the Itch page to learn more!
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Add State if enemy is affected with specific state already
ZanoroO posted a topic in Editor Support and Discussion
Hi, new guy here... i'm trying to do an enemy dies from a skill if he is affected with paralize state is therre anyway to do it without plugins? explained example: If I use coup de grace on a enemy affected with paralize, the chance of death is 100% -
https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
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https://castiger.itch.io/kotc-optimized-pathfinding-system An adaptation of the AStar pathfinding library for maximal optimized usage within Rpg Maker MV and Rpg Maker MZ, also used in my game Knight of the Celestial. I released this because after looking at all the other pathfinding scripts, I felt the community needed one that keeps the FPS high, and one that can find paths immediately and exactly to wherever one pleases, including random locations on the map, or near a target coordinates or target event. Unlike other pathfinding scripts, while anything is pathfinding, including the player, it will ignore collisions with other events if they're in the way,, passing through them without using Through, and without triggering unwanted touch events. Features: -Works on player as well, if anything ever throws it off course, it auto adjusts. -Highly optimized pathfinding with minimal to no impact on cpu usage. -Events stop pathing when in a menu, and continue when menu is closed. -No range limit, can path across a huge complicated map with no impact on performance. -Path to random walkable location on map.- -Path to random location in a chosen radius of the x y location chosen on map. -Path to target event or player. -Path to random location in a chosen radius of the target event or player.
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- rpg maker mz
- rpg maker mv
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CGMZ Credits By: Casper Gaming Last Update: 10/12/2021 Latest Version: 1.0.0 Introduction This plugin adds a "credits" option on the title screen which allows you to enter in different categories such as art, programming, etc. and credit the people who helped you make your game. Features Add a credits scene to your game Clickable links in credit scene Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/credits/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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I got one where the player can only see a tiny part of it, and every time they move the same bit remains.
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Is it possible to use a variable for the "Wait" command in events?
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Would anyone know if actor's weapon (exactly as it appears in the Initial Equipment selection screen) can be removed altogether and replaced with, for example, glasses? Currently it seems that the first slot in the Initial Equipment section is hardcoded and can be only occupied by a Weapon. This is probably a bug with the RPG Maker. This appears in both RPGM MZ and MV. Here is what I am referring to: The equipment type that an actor starts with is supposedly declared in the databses's Types/Equipment Type section. This is the actor's initial equipment, it contains Type Weapon in the first slot. This is declared in the database: But if we replace "Weapon" with say "Glasses" and then make a Spectacles Armor to be of Type "Glasses", we cannot make Spectacles of Type "Glasses"! The first slot of he Equipment Types can't be used for customization - the "Glasses" Type doesn't even appear in the selection menu. And furthermore, the very first slot of Initial Equipment can only be Weapon.
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CGMZ Global Data By: Casper Gaming Last Update: 6/28/2021 Latest Version: 1.0.0 Introduction Ever wanted to save things in one game, and have them available to all other saved games? Now you can. It supports saving a string of text, a number, a switch, or a variable. You can load the data in another saved game, or clear the data if you don't want other saves to have access to it any more. Features Share switches and variables between all save files Pass text, decimal, and other data between save files with a key/identifier Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/globaldata/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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Project FOSSIL By: Team Fossil FOSSIL (Fixing Old Stuff/ Software Interoperability Layer) is a plugin designed to make RPG Maker MV plugins function in RPG Maker MZ. Currently over 200 plugins have been tested as working (full list in the FOSSIL.js file), including most of the yanfly engine plugins. FOSSIL is currently expanding rapidly, and I hope that if you find a compatibility fix for a plugin that isn't listed (or test a plugin not on the list and find out it works with FOSSIL) that you'll post about it or file a github issue or something. Plugin Order There is only one plugin order possible: 1) FOSSIL.js 4) All other plugins Using Old Plugin Commands You have three ways of using plugin commands for MV projects A: use the built in plugin command from FOSSIL B: Use a script box, with oldCommand('your old plugin command') Copy and paste a MV map into MZ that has an MV plugin command. That command will keep working in the MZ editor, and you can copy and paste it around wherever you want. On some versions of MV and MZ you can just copy-paste the event between editors. It is a mystery why this works for some people and not others. Link: Here's the link to the github, where you can download FOSSIL: https://github.com/FossilMZ/fossil-MV-MZ And here's the main thread on rpgmakerweb: https://forums.rpgmakerweb.com/index.php?threads/135523/ Terms All unique code in FOSSIL is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. The remainder is taken from RPG Maker MV and RPG Maker MZ, and is covered under the appropriate licenses. No code from any existing plugin was used. Credit Restart, 'FOSSIL' or 'FOSSIL Team', and link back to the github or this forum thread.
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- rpg maker mv
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CGMZ Vehicle Interiors By: Casper Gaming Last Update: 3/30/2021 Latest Version: 1.0.0 Introduction Allows you to enter the interior of the boat, ship, or airship which is another map the player will be transferred to. Features Transfers you to a new map on button press for boat, ship, and airship Compatible with touch UI Disable / enable interiors with a switch Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/vehicleinteriors/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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Playtest not reflecting changes made to events. Bugged? Plz help
IndigoDreamsArt posted a topic in Editor Support and Discussion
I am experiencing some serious issues with the playtest, and not sure even if it is the playtest or if I'm doing something wrong. And if it is the playtest, how do I go about fixing this so that I can progress with my game and make sure everything is working properly? (Which it seems it is not?) This really only started happening today. Here's the scenario: I will put in or change commands, often simple ones, and they will not trigger in the playtest. These are usually simple movement commands which I've double, triple, quadruple checked and they either will not trigger at all, or they will simply stop working mid playthrough, or only some of the commands will work. Sometimes text will not trigger. I will restart the program or my computer and sometimes it will work but often not. In this particular example, I've added some screenshots of my most recent event window. In it, everything will play through until the last part, and then BeauTheBully just doesn't walk away. Have I done something incorrect or is there any reason he should not execute these movements? There is nothing in the way of his path. This is just one of several examples. I guess I'm wondering if in fact I am even doing something wrong, if not if it's the RPG Maker itself that is bugged, or the playtest? Is there a solution to this because thus so far I cannot progress. I am a week and many hours of worktime into the trial with intent to purchase, but I need to know that this isn't an issue that is going to keep occuring before I do. Thank you for any input, I'm fairly frustrated and confused right now.-
- playtest
- help needed
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CGMZ Save File By: Casper Gaming Last Update: 3/1/2021 Latest Version: 1.0.0 Introduction This plugin modifies the save / load screens to show more game information as well as providing additional customization options. Features Adds more information in the save screen Easily customize save screen options like autosave display and save count Screenshots How to Use Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin. Plugin Plugin (along with all my other plugins) can be found here: https://www.caspergaming.com/plugins/cgmz/savefile/ Requires CGMZ Core which can be found here: https://www.caspergaming.com/plugins/cgmz/core/ Credit & Terms https://www.caspergaming.com/terms-of-use/ Version Info
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Has MZ just failed to open for anyone else?
SamCherry posted a topic in Editor Support and Discussion
MZ's been working fine for me for a while, but today when I opened it, it just wouldn't function. I reinstalled it and restarted my computer like 3 times each but still nothing. I have no idea what's going on