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I'm not sure if this is the correct category so sorry- basically,I'd like to make my title screen menu like this: https://ibb.co/g9D9JPD I can make the menu be more on the right,left,up,down. But about everything else is outside my capabilities,as I know very,very little about scripting (only enough to move things around or put true/false XD) Anyone that can actually script can make a title screen menu that looks like that? pls? (also,game or image isn't mine,found it on google looking for ideas,credits to the actual creator) I'm using xp
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OtherLayers XP + VX + ACE by Kyonides Introduction This script allows you to use a static picture or a series of pictures as a custom upper layer for the current map. I am sure there gotta be other scripts that provide similar features and you know what? I don't care about that! 😛 Embedded Notes for XP & VX First of all, both engines have no Map Note Boxes so you must use the Map's Name as a substitute. # This script lets you add another layer where you can place images that can # be either static or animated. # Create a directory called Layers inside the Graphics folder. # Thereafter you can add as many images as deemed necessary. # Examples: fall_1.png, fall_2.png, fall_3.png # The state of a specific Game Switch will determine whether or not a given # layer is visible at that moment. # - Set a Map's Total Number of Upper Layers # - Pattern: <LUMn> - Example: <LUM2> # - Predefine an Upper Layer # - It must follow one of these patterns: # The n's there stand for LayerID, No. Pictures, Frames and SwitchID (if any) # <LUn filename n n> # <LUn filename n n Sn> # - Examples Using the fall_ image files: # <LU1 fall 3 20> # <LU2 fall 3 20 S10> Embedded Notes for VX ACE # Create a directory called Layers inside the Graphics folder. # Thereafter you can add as many images as deemed necessary. # Examples: fall_1.png, fall_2.png, fall_3.png # The state of a specific Game Switch will determine whether or not a given # layer is visible at that moment. # - Set a Map's Total Number of Upper Layers - Pattern: <layers n> <layers 2> # - Predefine an Upper Layer # - It must follow one of these patterns: <layer up n filename pix n frames n> <layer up n filename pix n frames n switch n> # - Examples Using the fall_ image files: <layer up 1 fall pix 3 frames 20> <layer up 2 fall pix 3 frames 20 switch 10> Optional Script Calls - Valid for All Engines # - Change the Map's Upper Layer - It will replace any previous one! upper_layer(Number).name = "BaseFileName" # - Change the Upper Layer's Number of Pictures - if Animated upper_layer(Number).total = TotalPictures # - Change the Upper Layer's Timer (in Frames) upper_layer(Number).timer = Frames # - Change the Upper Layer's Switch ID upper_layer(Number).switch_id = SwitchID # - Change the Upper Layer's Data With a Single Call upper_layer(Number).set_data(TotalPictures, Frames, SwitchID) # - Freeze or Thaw the Upper Layer upper_layer(Number).freeze! upper_layer(Number).thaw! # - Check whether or not the Upper Layer is Frozen upper_layer(Number).frozen? DOWNLOAD DEMOS Terms & Conditions Free for use in non commercial games. Due credit is mandatory. Do not repost it anywhere! That's it! 😛
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MapSteps XP + VX + ACE + MV Version 0.2.1 by Kyonides Introduction All editions of the Maker offer you a way to assign the Party's Steps to a Game Variable. Normally, that's all you ever needed to do right? What if you actually needed to keep track of the current map's steps only? Here's where this scriptlet comes to help you achieve your stepping goal! DOWNLOAD SCRIPT OR PLUGIN For All RGSS Versions Assign a Game Variable ID to VAR_ID and you're ready to go! The steps will be reset every single time you move to another map! $game_variables.set_last_map_steps $game_variables.reset_map_steps $game_variables.max_map_steps For MV The Plugin Manager will let you pick the perfect Game Variable for this task. $gameVariables.set_last_map_steps() $gameVariables.reset_map_steps() $gameVariables.max_map_steps() Terms & Conditions Free for use in any game! That's it!
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KBlockStates XP + ACE by Kyonides Introduction This script prevents your heroes or your enemies from choosing a target that is still afflicted by a Blocked Target alias Untargetable State. Set the value of the TARGET_STATE Constant found in the KBlockStates module to your Untargetable State ID. Available States: Traditional Block Target or Untargetable State No Attack State - Simple Attacks Get Blocked! No Healing State - Healing Skills Get Blocked! Don't forget to ask Sylvia about the "Bad States" whenever you see her! Other Notes This scriptlet seems to work with the default battle system so feel free to try it in your game project. I have not tested it while using any other battle system. The only reason why I came up with this idea was because Hime's script had a weird bug that has remained untouched ever since 2015... DOWNLOAD DEMO Terms & Conditions Free for use in your game. Include my nickname in your game credits. That's it.
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KDualWield & Accessory Skills XP + VX + ACE
kyonides posted a topic in Completed Scripts/Plugins/etc.
KDualWield & Accessory Skills XP + VX + ACE by Kyonides Introduction Do you want to force your heroes to equip two weapons and probably even an accessory before they can use that super cool skill you have come up with? :think: Now you can do it! 😀 XP handles it in an entirely different way, so I prefer not to post the code here. XP users will feel more comfortable by testing the demo. You will need to use 1 out of 2 Note Tags to that Skill Notes to make it happen! 😉 VX Script # * KDualWield & Accessory Skills VX * # # Scripter : Kyonides Arkanthes # 2023-02-09 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_can_use? :skill_can_use? def skill_can_use?(skill) result = kyon_dual_wpn_skill_can_use?(skill) return result if self.class == Game_Enemy or !two_swords_style if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def weapon_ids [@weapon_id, @armor1_id] end def both_weapons?(w1, w2) weapon_ids.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, a1) both_weapons?(w1, w2) and @armor4_id == a1 end end VX ACE Script # * KDualWield & Accessory Skills ACE * # # Scripter : Kyonides Arkanthes # 2023-02-08 # * Free as in beer * # # Force your heroes to equip specific weapons or even an accessory as well # in order to be enabled to cast a specific skill. # NOTE: The Weapons Order does NOT matter here! # * Note Tags * # # - For Dual Weapons: _dual 1 2_ # - For Weapons & Accesory: _dual 1 2 acc 1_ module KDualWield REGEX_WEAPONS = /_dual (\d+) (\d+)_/i REGEX_WEAPONS_ACCESSORY = /_dual (\d+) (\d+) acc (\d+)_/i end class Game_Battler alias :kyon_dual_wpn_skill_cond_met? :skill_conditions_met? def skill_conditions_met?(skill) result = kyon_dual_wpn_skill_cond_met?(skill) return result if self.class == Game_Enemy or !dual_wield? if skill.note[KDualWield::REGEX_WEAPONS] return both_weapons?($1.to_i, $2.to_i) elsif skill.note[KDualWield::REGEX_WEAPONS_ACCESSORY] return weapons_acessory?($1.to_i, $2.to_i, $3.to_i) end result end end class Game_Actor def equip_weapons @equips[0..1].map{|w| w.object ? w.object.id : -1 } end def both_weapons?(w1, w2) equip_weapons.sort == [w1, w2].sort end def weapons_acessory?(w1, w2, w3) both_weapons?(w1, w2) and @equips[4].object.id == w3 end end Download Now! Terms & Conditions Free as in beer. Include me in your game credits! Do not repost it anywhere! -
KyoAlert XP + VX + ACE + MV by Kyonides Introduction It simply displays a small notification alert somewhere on the screen depending upon the configuration of its KyoAlert module. The script will show it whenever you gained or lost any item, weapon, armor, or gold coins. It is possible to change the position of the icon and the item's name. There is a single script call, and it is used only if you want to display the fake Steam like alert. Use it for in game jokes! XD KyoAlert.achieve(ID) Screenshots Download Now! Terms & Conditions It's free as in beer. Include me in your game credits. Do Not Repost It!
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KTouchNewMapEvent XP + VX + ACE + MV by Kyonides Arkanthes Introduction Did you ever want that the engine would autorun events right after being touched by the player or another event? Especially once it finishes transferring the player to a new map... Now you can do that! Just copy and past the following snippet on your script editor! Download the Scripts! XP Version # * KTouchNewMapEvent XP # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_temp.player_new_x == @x end def player_new_y?() $game_temp.player_new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX Version # * KTouchNewMapEvent VX # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#initialize class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_init :initialize def initialize(map_id, event) kyon_touch_new_map_event_init(map_id, event) check_shared_location end def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end end VX ACE Version # * KTouchNewMapEvent ACE # Scripter : Kyonides Arkanthes # 2022-09-29 # * Plug & Play Script * # # This scriptlet allows you to run an event after being transferred to another # map. It will run even if the trigger were the Player Touch or Event Touch one. # * Aliased Method: Game_Event#setup_page class Game_Player attr_reader :new_x, :new_y end class Game_Event alias :kyon_touch_new_map_event_setup_page :setup_page def touch_trigger?() [1, 2].include?(@trigger) end def player_new_x?() $game_player.new_x == @x end def player_new_y?() $game_player.new_y == @y end def check_shared_location start if touch_trigger? and player_new_x? and player_new_y? end def setup_page(new_page) kyon_touch_new_map_event_setup_page(new_page) check_shared_location end end MV Version //================================== // * KTouchNewMapEventMV.js //================================== /*: * @plugindesc This plugin will be triggered if any given event's coordinates * match the player's and its trigger is either a Player or Event Touch. * @author Kyonides Arkanthes * @help Date: 2023-01-29 * */ const KTouchNewMap_event_setupPage = Game_Event.prototype.setupPage; Game_Player.prototype.newMapX = function() { return this._newX; } Game_Player.prototype.newMapY = function() { return this._newY; } Game_Event.prototype.setupPage = function() { KTouchNewMap_event_setupPage.call(this); this.checkEventTriggerNewMapTouch(); }; Game_Event.prototype.checkEventTriggerNewMapTouch = function() { if (this._trigger == 1 || this._trigger == 2) { if ($gamePlayer.newMapX() == this.x && $gamePlayer.newMapY() == this.y) { this.start(); } } }; Notes Honestly, there are other ways to trigger events without using scripts. Yet, you can still use my scriptlet to make it possible by setting its trigger as Player Touch or Event Touch. Terms & Conditions Free as in beer and as in speech. Please include my nickname in your game credits.
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KSkillNeedsState XP + VX + ACE by Kyonides Arkanthes Introduction Do you need to restrict the usage of a skill by forcing the hero to get a specific state first? Now you can do that! In XP's case Adjust the Constants you can see below as deemed necessary. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end In VX & VX ACE The only thing you need to do is leaving a very specific note in the skill's note box. _need state ID_ Replace ID with a number. Download the Demos! XP Version # * KSkillNeedsState XP * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Adjust the values of the SKILL_ID and STATE_ID Constants at will. module KSkillNeedsState SKILL_IDS = [57] STATE_ID = 17 end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill_id) KSkillNeedsState::SKILL_IDS.include?(skill_id) end def has_state_dependent_skill? state?(KSkillNeedsState::STATE_ID) end def skill_can_use?(skill_id) result = kyon_gm_btlr_skill_can_use?(skill_id) if result and skill_need_state?(skill_id) result = has_state_dependent_skill? end result end end VX Version # * KSkillNeedsState VX * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_can_use? :skill_can_use? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_can_use?(skill) result = kyon_gm_btlr_skill_can_use?(skill) result = skill_need_state?(skill) if result result end end VX ACE Version # * KSkillNeedsState ACE * # # Scripter : Kyonides Arkanthes # 2023-01-29 # * Free as in Beer * # # Leave this note _need state ID_ in the Skill's Note box. # There ID stands for any existing State ID. module KSkillNeedsState SKILL_REGEX = /_need state (\d+)_/i end class Game_Battler alias :kyon_gm_btlr_skill_cond_met? :skill_conditions_met? def skill_need_state?(skill) return true if skill.note[KSkillNeedsState::SKILL_REGEX] == nil state?($1.to_i) end def skill_conditions_met?(skill) result = kyon_gm_btlr_skill_cond_met?(skill) result = skill_need_state?(skill) if result result end end Terms & Conditions Free as in beer. Include my nickname in your game credits.
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KSafePoint XP by Kyonides Arkanthes Introduction I was bored and decided that I should make a Save Point Tent script of my own. It will handle the items, the terrain tag, the charset, the music and the timer! Download Now! Terms & Conditions Free as in beer! Include my nickname in your game credits. Please send me a copy of your finished game. Do Not Repost IT! XD
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OTHER [rmxp] Romancing Walker II - Sequel to old rm2k game
H3llb0und posted a topic in Games in Progress
Hi For those who have played the original Romancing Walker, a popular game developed by Flare on Rpg Maker 2000. I received permission many years ago to make a sequel to the project, albeit at the time I lost focus and abandoned the project. This year I started work on the sequel to realise my dream of expanding on this games universe. The original game had a lot of charm and managed to produce a very playable game with interesting concepts. I introduce to you Romancing Walker II. Sixty years have passed since the end of the original game. Ryle Laster and his companions are remembered throughout Factoria as heroes for defeating Chaos. Although the world has been at peace for so long, Chaos has found a way to return. You set out as a part-elf part-human martial artist, his name is Ryu and he has chosen to move to East Factoria, Lavas Town (Previously known as Lavas Ville) where is grand father resides. He sets out on an adventure to experience Factorian culture, food, meet people and make friends. Along the way he may find something more than friendship or may find himself going it alone, it all depends on the player's actions. There are tons of easter eggs for fans of the original. TileSets are by Inquisitor of RPG Palace (With additions from myself) CharSets are a combination of RTP (used sparingly) and Sithjester (With modifications by myself) New orchestral mp3 quality music from the original Romancing Walker soundtrack and music by Tanner *Will add other credits when i build the list properly I will add and update information when appropriate. Please check out the screenshots. Let me know what you think, I'd love to hear from any fans of the original game. Thanks Latest screenshots (01/01/22) (New Romance system, Quest system, Lighting, detailing, new areas and customised battle system) Older screenshots -
I was looking for side doors and i didn't find any, so i made them. Here they are, free to use. Find Them Here and for VX ACE. Opening Preview: They are in both left and right sides. With and Without Shadows. RPG Maker XP - XP Animated Side Doors.rar
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rpg maker xp Help with my rpg maker xp map
tastygiggidy posted a topic in Editor Support and Discussion
So i spent many hours on a map for the game I was creating. It took a VERY long time, and I didn't really save my project during the construction of the map. Anyways, when i finished the map, i looked at it with all it's glory, and there was a lot of space at the top of the map that i didn't need. No worries, I'll take off the top by removing the height (the amount of units I didn't need was around maybe 90? the map itself was 134. So I took off 90 from the 134, and wouldn't you know, it deletes everything from the bottom, not the top. So now, the hours i spent creating this map that i was reaaallly proud of, is gone. I tried the undo button, it didn't work. I tried control z, and it didn't work, I think i did everything possible to try to get it back, and now i just give up. there probably is not a way to fix it, but now I'm going to be unmotivated and stale to work on the game for another long period of time. can you update the program so you can undo things like this? the damage is done, but if i ever even feel like getting back to the game again, it would be nice to not have to go through that again. thank you, and respond back soon -
❤️ ❤️ ❤️ CHRONO TRIGGER❤️ ❤️ ❤️ I tried this jewel, for me the biggest in the crown, if not the crown itself when it comes to RPG video games, when I was about 5 years old. I played it 30 minutes and lost it, because I was playing it on an Xbox emulator that had multiple Snes games. But they were enough for me to never forget it. Years later I was able to play the DS remake, and then I played the original on a Snes emulator, and to this day I am playing it again on PC. What I always loved about this game was its BATTLE SYSTEM: The System is Rpg in turns but in continuous time, you can stay stopped and the enemies will attack you. It is positional, that is, your attacks will have an effect according to the position of your PC, such as Chrono spinning with his katana, or attacking in a straight line. The battlefield is the same map you move on, so there are no randomized combats, at all times you can see your enemies and when you have contact with them the fight will begin, except in cases where some enemies are hidden and mugged. As the battlefield is the same map you play on, THERE ARE NO TRANCISIONS, like a clasical Final Fantasy or Pokémon Game where the screen goes dark and you switch to the battle screen; saving the player a lot of time and keeping it in a constant rhythm. The attacks of the characters are combinable, both of your team and those of the enemies, the latter forcing you to think which enemy you eliminate first so that he cannot throw you at his partner as a projectile or wait for the lesser enemies to be accommodate to execute them of a technique. Chrono Trigger Battle Tutorial Short Gameplay Finally in Chrono Cross (the sequel), the transitions came back, and it changed the whole game but they added an interesting component, the Weak Strike, Medium Strike and Heavy Strike from a classic fighting game, they moved it to the RPG, giving the opportunity to do combos according to your strategy in battle. It would also be interesting to add weapons that break, or the use of ammunition such as arrows The question is, can a Chrono Trigger Battle System be achieved in RPG Maker XP? With the additions that I mention I have repatted several forums in both Spanish and English and I have not found any Script with that Battle System. I have seen the Script of Weapons that break, that of ammunition, but not the battle system on the map. To what I found were several real-time combat systems but always side battle Even though! There is a Script called Vision Sensor that causes an event to be activated according to the player entering the sensor zone, which may well be contact with an enemy, or an enemy seeing you and heading towards you as in Pokémon. Nor have I found a script that does weak, medium and strong hit. Is it difficult to learn RGSS2? I deviate, what I'm really looking for and I have hopes, not that it exists, but that it can develop is: Is there a script in RPG Maker XP that uses the map as a battlefield? Is there a way to recreate Chrono Trigger's combat system in RMXP or is it Impossible due to its programming language Finally, I know that this is possible in RPG Maker MV, that there is a whole Engine that Moghunter made: Otherwise I guess I'll have to move to RPG Maker MV (?) 😢 😢 😢
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Hello Maker! Thanks for stopping to read my post. The following happens: I understand that the Tilesets in RPG Maker XP are 256x sizes ??? Whatever you want long, and each tile is 32x32. The problem is that I downloaded some resources, they were not at 256, but at 96. I opened Photoshop, I converted it to 256 wide and when exporting it to the XP editor the Tiles were cut or merged, that is, they are not 32 by 32. The only solution is to build Tile resources by Tile? That is, open the resource that interests you, cut, let's say a sign to 32x32 and copy it to another 256xYYY image? Can you do Parallax in XP? Well, it is easier to do the whole map in PS and just add it as an image. Thank you! I add image of the resource that I used as Tileset (But it is not the only one in which I have had this problem) Sorry about my English, I'm using a translator. [spoiler="Recurso"] [/spoiler] [spoiler="Imagen del error"] [/spoiler]
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Hi! It's me again. I'm dropping the Persona crossover thing, so it's easier for us, but the project is still progressing. I wanted to know, RM XP has this window on the skill tab, which manages the status changes, but it doesn't let me adjust the exact % of the spell changing the target status. In this case, it is a Fire damaging spell that will have a 15% chance of "burning" the target. How can I set this? Is it with a common event?
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Hi! In my "first" project (I tried to make some things before but i was like 12 lol) I'm tackling an ambitious idea: Remake the first Danganronpa game in a Persona 5 style RPG Obviously I don't plan to mimic every single mechanic of Persona 5, neither to keep every kind of Danganronpa minigame, but I need guidance about how should I approach the development. I seriously have no idea. As RM XP has a fixed number of stats (DEX, AGI, STR, etc) I think it would be better if I just managed all of it from script. Is that right? That way I could just define Persona stats and assign each Persona different ones so the Main Character can change Personae like in the game. Similarly, status ailments from Persona are very different to the ones I see on the status tab of RM. I should manage them from script as well, shouldn't I? I think that should be enough, for now. Thanks for your time, seriously<3
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Hey, I need help with a cutscene in my game. In the cutscene, the main character has just gotten over a battle. They walk up to something and they break it. I don't know how to make the main character walk though. How do I make the main character walk up to the thing?
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This was a while back but still. My game crashed and I got an unexpected file format. How do I fix it? I don't think I can build my game up again. I have no buckups. I'm mortified...
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rpg maker xp How do I add boss music in RPG maker XP
Megamimiku posted a topic in Editor Support and Discussion
I need help, I'm planning on having a kinda short game to somewhat test the engine before doing better stuff. I'm planning on making 3 bosses, all with different songs, the problem is that I can't seem to get the music for the first boss to play, I tried telling it to play the song in the troops commands but that didn't work, I tried telling it to play before the battle but that also didn't work, I then tried to tell it to play after the battle starts but that didn't work and I'm getting frustrated over it. How do I make it play during the boss battle and make it stop when the battle's over? -
Hello, I have a thing in my game where at the beginning, there's this old guy, he's sad because his friend did and you half to give him an item to make him feel better so he can give you an item that let's you get the real ending in the game. How do I do this? I would also like to know how to add multiple endings. Please help me. I use rpgmaker XP if that helps
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So I'm deciding on a leveling system for my game. In this thread, by skills, it means proficiency. It's how well you're skilled with fire magic, earth magic, swords, axes, etc. It ranges from 1 - 100 but at the start of the game, everything is at 15. I'm trying to decide how I'm going to implement them, and I came up with some ideas, but I don't know which one to go for. Skyrim-Style > Skill proficiency increases on use > Player must raise skills in any combination X times before level up > X required to level up increases per level up > Skill proficiencies get harder to increase the closer they are to 100 Distribution-Style > Player must level up and increase the skills themselves Leveled-Skill-Scaling-Style > Skill proficiency increases on use > Player accumulates pts when a skill increases depending on where the skill level is currently at (higher skill level = more points) > After you accumulate X points, you level up > Threshold increases by X amount or X% per level up Potential-Cap-Style (Not a stand-alone but to be possibly combined with the ones above) > Skill increases will increase your potential % by a certain amount > When potential reaches 100%, skills can no longer increase and you cannot level up Note: But they can still increase via ailments, armors, weapons, etc.
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So I'm using Rpg Maker XP, and I've been playing with the damage formula, and I have a few ideas and want to know what you guys think. This is mostly me trying to figure out what to do about physical defense. This is a game where you put points into the stats you want per level. I know it depends on game type but I'm asking for, in most scenarios, which of these would you think you would favor most? If you have any additional ideas to add to what I have, Im open to hear them. 1) Direct damage reduction: Basically defense is subtracted from the damage and there is your final damage which is the default formula of ((power + atk )* rate) - pdef Note: "rate" takes in your other stats depending on what % of that stat is taken which you specify via database. 2) Damage Resistance: Turns PDEF into a % of physical damage is reduced. So same as above except instead of subtracting it as an integer, it is multiplied as a %. (power + atk) * rate * pdef 3) Ratio-Based (User.atk + rate) / p,def * power This one takes the ratio of your atk and stats vs the target's defense. 4) Ratio-based+ (rate / user.atk) * (user.atk + power) / pdef Similar to above but this makes it so your stat has to match the weapon or you'll be punished (so you can't run a 1000 atk dagger with 20 STR). Tho a debuff in, for example, STR in a str-based skill would increase the damage so idk anymore. Open to ideas about how to fix that issue. 5) Temporary HP If your pdef is 70, for example, you have 70 temporary HP at the beginning of battle (AKA HP shield or whatever you want to call it). Once it depletes, it's gone until the end of battle. 6) Armor Health As armor health depletes, so does the amount of damage it reduces. This one isn't exactly a stand-alone idea as it can be mixed with the others, but thought I'd put it out there.
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I want to create a green health bar Without an icon on the left like some health bars or take up the entire screen in RPG maker XP, but I dont know how, I would love any help on how to do this, thank you if you help me in any way, because i dont want like a combat interface in RPG maker XP i want it where if an enemy touches you, you lose health
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I want to design a Pokemon clone game, as Pokemon fan games have a tendency to get into legal trouble if they are good, but clone games are technically original games, as Pokemon, thankfully isn't the only JRPG monster catcher out there and a lot of them are very similar as far as game play (player can only keep a handful of monsters in his / her party, player has to travel to different regions to defeat leaders in a monster battle; in Pokemon, they're called "gym leaders," but it's the same concept, different name, in other monster catcher JRPG's, and the story is advanced when each new region is unlocked.) I could just copy script from Pokemon Essentials to make the game function the way I want it to, but PKMNE was only intended for Pokemon fan games, and I wouldn't have all of the rights to my game if I used script from PKMNE. I want all of the rights to my game, so I want a system that is allowable for commercial use if I ever decide to maybe sell my game on the app store (not to say that I would because even though clones are technically legal, I imagine I would have to go through a lot of headache getting it licensed as an original game but maybe some day). Anyway, here's what I think I need: Battle screens: I want something that shows the monster battler characters from kind of a side view instead of just showing the enemies, like the current RPG Maker XP does. Storage and databases: I want something that will give me more a "Pokemon-like" database for my actors, providing me room in my party for only about six or seven members and letting me put the rest of them in a PC to be withdrawn and used later. Random encounters: This shouldn't be too hard, but I want something that will allow the player character to get into a random battle with a monster when he / she steps on certain areas. I want each map to contain different monsters. Battle sequences: I also want the player to also be able to battle other monster catchers to win prize money. Again, like I said, I could use PKMNE for all of these mechanics and more, but I don't want to use PKMNE because one day I may actually want to publish my game and make a little money off of it. If I ensure that it's a Pokemon clone and not something that violates trademarks or copyrights, it's my right to do so if I please as long as everything in the game belongs to me.
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I was looking at Pokémon Essentials (I got the free trail of XP to look at what it had) and I have a question that 3 of my friends could not answer. The below are taken from the engine (sadly the Pokémon Essentials' Wiki seemed to be gone, at least of this post) but for the life of me I can not figure out what they are. "<c2=7E105D08>", # Blue "<c2=421F2117>", # Red "<c2=43F022E8>", # Green "<c2=7FF05EE8>", # Cyan "<c2=7E1F5D17>", # Magenta "<c2=43FF22F7>", # Yellow "<c2=63184210>", # Grey "<c2=7FFF5EF7>" # White I was looking around so I could add more colored text for when characters spoke (\b gives blue text while \r gives red) and figured it was tied to the above. But when we searched the codes don't yield any colors at all. One suggested it was code only RPG Maker used so....does it? The question - What form of code are those colors and how can I add more? Further more when I used \c[5] I got pink text?
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