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Found 109 results

  1. I'm looking to make an AP system for my game as a secondary MP system. So, MP will be the cost to use magical abilities and AP for non-magical ones. So far using VisuStella plugins I've been able to replace the TP bar (which I'm not going to use) and color it yellow (which I want), BUT the gauge says undefined both where it should say "AP" and where it should say the current amount. Also, I'd like the game to start out with full AP for everybody, just like MP.
  2. Hi all, What I want to do: Make an item that will teach skills to an actor, ONLY if they have reached a certain level in a certain class. For instance, an actor can only learn Lv.2 black magic through a certain item if they've leveled up the black mage class enough. What I've done: Made the item trigger a state and a common event. In the common event, there are the conditions of the selected actor being 'afflicted' by said state, as well as knowing a 'dummy' skill that is learned by leveling up the class in question. When both conditions are met, the actor will learn the skill(s) I want them to learn. My problem with this method is that since it's running an event, it closes the menu, and I'd rather have it act like using an item normally (with no menu closing). I've gotten close to fixing this by adding in the common event the script SceneManager.push(Scene_Item); BUT that puts the menu back in the first item category on the first item. I want it to stay on the item/category that the cursor was previously on. Suspected solves/workarounds: I suspect the most efficient way of solving the problem is if there exists a scene interpreter compatible with MZ. This way, I could run the events in the menu without closing it at all. Alternatively, I could put a command at the end of the event telling the game to reopen the menu and go to the item scene AND in the correct index/category, as well as put the cursor back on the item, but I'm not sure if this method is even possible. I've read something about being able to define certain indexes of scenes (such as the key items category) so that they can be called directly, which would get me part of the way there. I'm just not well versed in coding so I'm not sure how to go about executing this. Any and all workarounds/solutions to achieve the desired end result are welcome (even if it's a method I haven't thought of)! Thanks in advance for the help. P.S. Feel free to move this thread to wherever if it's in the wrong location!
  3. I just got RPG Maker MZ, and I've been using VisuStella's Main Menu Core plugin to customize my menu. What I want to do is instead of having one 'Skill' command, I want to have a 'Magic' command and an 'Abilities' command. How would I go about doing this? So far I have the main menu displaying those options, but when I select the options during playtest, the game freezes since it doesn't know where to go from there. How do I design the Magic and Abilities pages? Thanks in advance! EDIT: Solved! I copied the Skill menu and reconfigured what I wanted.
  4. You have tried to escape to a deserted island thinking you would be safe but when the ship captain was the first to be infected it threw a fork in your plan. After being shipwrecked you find yourself alone and abandoned with no memories. The only thing you remember is to power the Crystal Core Fight, Explore, craft, build, and protect the crystal. This game was made in two days, and I left a lot of room for improvement. I will update this game regularly if anyone has any suggestions. Please let me know. P.S This is also my very first RMMZ game. Credit phoenix kagedesu VisuStella Team DKPlugins Glav SYSTEMS ABS DAY/NIGHT WEATHER EXPLORATION VISUAL EQUIPMENT ZOMBIES? +MORE TO COME PLAY NOW WATCH ME MAKE THE GAME Development log Performance Update GAME OUT!
  5. while working on my game I have finally got to making the boss but I want the boss to be able to grab the enemy while in battle which would show a image and do bind damage overtime not to sure how to do this but I heard switch or a event would be best to do it.
  6. Purpose Lets you directly edit various built-in global formulae Video Games using this plugin None so far Parameters Script Calls Plugin Command Prerequisites Terms Of Use Contributors Changelog Download Link Demo Link
  7. CGMZ System Settings By: Casper Gaming Last Update: October 22, 2022 Latest Version: 1.0.0 Introduction This plugin adds some plugin commands that are meant to give you more control over system settings after the game starts. While there are a lot of system settings in the database, these are often not very easily changed during gameplay. This plugin fixes that by allowing control over every system setting mid-game. Features Change Database -> System settings mid-game Change touch UI destination sprite visibility Change battle system mid-game 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/systemsettings/ 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
  8. I want to make my actor do attack animation on dialogue. It's a dialogue between the Actor and an NPC, actor wants to kill NPC so he slashes NPC with a sword outside battle mode. You can see how I did in the attached pictures and video. https://drive.google.com/file/d/15QvPBmP5CKt5sGL5nlhSYWJIhdrWmLug/view?usp=sharing Problem!!! When I tricker Atk right, Actor does attack Right side animation. No matter how much I tricker it. When I tricker Atk Left, Actor does attacks Left side animation only 2-3 times, then actor disappears(Transparent)! and some time Actor attacks the right side for a millisecond and turns to attack the left side. What's the problem with this? How should I fix it? Any plugin I should use? Thank you very much. 2022-09-20_09-36-23.mp4
  9. CGMZ Difficulty By: Casper Gaming Last Update: 8/27/2022 Latest Version: 1.0.0 Introduction This plugin adds a difficulty select scene where the player can select their preferred difficulty. You can create as many difficulties as you want. Difficulty mostly affects battles, such as modifying enemy stats or gold/exp, but can also be used in eventing with plugin commands. Features Create unlimited difficulties Allow player to select preferred difficulty Event custom difficulty differences 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/difficulty/ 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
  10. CGMZ Skill Shop By: Casper Gaming Last Update: 7/20/2022 Latest Version: 1.0.0 Introduction Creates a shop scene where you can buy skills for actors. It includes selecting which actor can learn the skill, and showing which actors can learn the skill or those that already learned the skill. Features Buy skills from a shop interface Restrict actors from buying skills Restrict classes from buying skills 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/skillshop/ 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
  11. Starmage11

    Esper Unleashed

    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
  12. Starmage11

    BlueSkies 3

    Watch Trailer: BlueSkies 3 Goodies: Demo version 2.5 Let's Plays/Reviews:
  13. 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
  14. 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
  15. 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
  16. 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?
  17. 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.
  18. Feldschlacht IV

    Fatal Runtime - Glitch Horror

    [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
  19. Tigermanexe

    Help with Tilesets

    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?
  20. 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.
  21. tucker_tomaras

    Event trouble

    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.
  22. 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!
  23. 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%
  24. 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.
  25. 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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