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Showing results for tags 'actors'.
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So Ive searched for a while and something I cant seem to find is a plugin that makes the player automatically lose when they have one actor remaining, or win if the enemy has only one actor remaining. This may be a result of my inability to search things right sometimes, but if it isn't, can I ask someone for help making this?
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In RPG Maker MV, you have eight basic parameters to work with for your actorsMax HP max MP Attack Defense Magical Attack Magical Defense Agility Luck Parameters are managed for each class, and your actors' parameters are determined by their current level along with their current class. However, the only way to manage your parameters is through the editor, and the editor does not supportLevels beyond 99 Custom parameters that you would like to use in your game, if you have such a plugin This plugin provides you with a way to manage all of your parameters as external tables which you can edit using text editors like notepad, or more sophisticated spreadsheet software like Excel. You can set values for parameters individually for every level between 1 and 99, as well as levels beyond 99. You can also set values for any custom parameters that you may have in your game, though you would first need a plugin that provides custom parameter functionality. By maintaining your parameters externally, you should have more control over your game than before. More information and downloads available at HimeWorks
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In RPG Maker, you have a “partyâ€. A party consists of a group of actors, an inventory of items, weapons, armors, and gold, and potentially some other information related to this group. By default, you only have one party, which is what the player will control throughout the game. This plugin provides functionality for working with additional parties. 1. You can create new parties. Separate parties can be used to represent different characters in your game. Each character may have their own set of followers and inventories as the story progresses. 2. You can switch between parties. If your story switches from one character to another and you would like to keep their location, characters, inventories, and other party-related information, you can simply switch to a new party instead. You could even switch between parties in real-time on the same map to build additional mechanics related to multiple party control. 3. You can merge parties. By merging parties, you can have different parties come together as one large party. All of the members, inventories, and other information will be merged together. These are the three basic functions that you can use to design your game using the Party Manager. Additional functionally will be provided over-time as they are developed. More information and downloads available at HimeWorks
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In RPG Maker, you have a party of actors. You can add actors to the party, or remove actors from the party at anytime. However, by default, all of the actors in the party can be interacted with in the menu, and may participate in battle. There may be situations where you just want an actor to “appear†as if they are part of the the party, but aren’t actually in the party. For example, let’s say an NPC asked you to accompany them through a cave, and you wanted the player to see that the NPC is following them, but you didn’t want them to actually use the NPC in battle. With this plugin, you can add actors as “guestsâ€, which would simply allow them to show up as non-party followers. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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In RPG Maker, actors can receive exp by defeating enemies in battle. When all enemies are defeated, the victory processing will occur, and actors will receive exp from the battle. However, this means that if you were to escape before the battle was over, your actors would not receive any exp even if they defeated some enemies. This plugin changes the way exp is obtained. Instead of only on battle end, exp is received whenever you perform an action. For example, if an actor attacks an enemy, exp calculation will occur and if the actor earns exp from that attack, the actor will receive that exp immediately, and potentially level up on the spot. Action exp can also be obtained outside of battle, depending on the rules you have set up for your exp calculations. With this plugin, actors will be rewarded immediately for their actions, which provides you with some additional mechanics that you can use. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
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- battlers
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it has been approximately three years since i've picked up a pencil with intentions of creating artwork. that said, my hiatus is officially over. i will be posting my completed sketches in this thread. i typically work with mature content, but after deliberation with the powers that be, i will keep things pg-13. please leave any and all constructive criticism here, i assure you it's welcomed! i won't say how many, but if this thread receives enough likes and / or a above average rating (meaning there is a genuine interest in the quality and style i provide), i would be happy to begin creating full unique character sets for the community. sets to include: unique actor charaset unique actor face set with at least two expressions unique actor busts with at least two separate dynamic poses like it up if you think the community is lacking in quality resources. i believe i can help out with that, and i would be happy to give back to the community. the artwork: (just one for now) https://www.dropbox.com/s/ohgf3i1bco5qbv4/scan.jpg?dl=0
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- dynamic pose
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This plugin provides advanced battle command manage functionality that allows you to manage each and every one of your actors' battle commands. You can choose what commands an actor will be able to use. You can enable or disable commands. This allows you to forcefully disable commands when certain conditions are met: maybe the enemy uses a spell that prevents all actors from using items! You can also hide or show commands. By hiding commands, you can control when actors will be able to see a command. If you are a plugin developer, you can also create your own commands easily and allow other game developers to use them in their games! More information and downloads available at HimeWorks
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- battle addons
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In RPG Maker, when you defeat enemies in battle, everyone that's alive will receive some EXP. So for example, if you defeated a slime, and the slime is worth 100 EXP, then every party member that is alive will receive 100 EXP. If you had one member, that member would receive 100 EXP. If you had four members, then all four members would receive 100 EXP. However, this means there is no incentive to try to challenge yourself to have one party member solo the battle, because there's no difference whether you bring your entire party or not. This plugin changes the way EXP is rewarded. Instead of simply giving everyone the same amount of EXP, the total EXP is divided among all of the party members. For now, the EXP is divided equally, so if an enemy gives 100 EXP and you bring three other party members with you, then everyone will only receive 25. However, if you decided to solo the enemy yourself, you will get the full 100. More information and downloads available at HimeWorks
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This plugin allows you to add commands that allow your actors to use skills directly without accessing the skill menu. All of the skill use properties are the same: your actor must be able to use the skill, have enough MP/TP/other requirements, and so on. If enemy or actor selection is required, they will be processed as usual. More information and downloads available at HimeWorks
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- battle addons
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By default, when a target successfully counterattacks, they would automatically evade the attacker's action, and then respond with a normal attack. This plugin changes it so that the target does not evade automatically, and will perform the counter attack afterwards. More information and downloads are available at HimeWorks
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By default, RPG Maker gives you 5 equip types to work with: You also have the ability to add and modify equip types directly in the database in the Terms tab. However, one problem you might notice is that every actor will have those equip slots, even if they can’t use any of the equips that you’ve designed for those slots. Another problem is you can’t add multiple copies of the same slot to an actor: they can only have one of each. Want to wear two accessories? Can’t be done. This plugin solves that problem. It provides ways for you to customize your actors’ equip slots, allowing you to choose exactly which slots they will have in the game. More information and downloads are available at HimeWorks This plugin provides bare-bones equip slots functionality and does not come with a custom scene. This gives you the flexibility to introduce your own equip menu.
- 10 replies
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- actors
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Would you like to provide some visual indication that a state has been added or removed? By default, when a state is added, there isn't really any visual indication beyond a little icon in your party menu, or a little icon over the enemy's head. If you're using the side-view battle system, you could potentially add some side-view overlays to show the state. However, what happens if you have neither overlays nor icons? And there's no message that says "State was added" or "stated was removed"? This plugin gives you the tools to play some animations when your state changes! More information and downloads available at HimeWorks
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Do you want to use side-view actors as enemies? For example, maybe one of your actors decides to join the enemies, but you still want them to appear the same as they did when they were in your party! With this plugin, you can easily set up enemies to use side-view actor sprites. Enemies will behave the same way as actorsWhen they are preparing to attack, they will be in their ready stance When they are preparing to cast a spell, they will begin chanting. When they are in critical condition, this will be shown on the sprite When they die, they will fall over. More information and downloads available at HimeWorks There is an addon available called the "Sideview Actor Enemy Weapons", which allows them to display weapon icons and animations. You will need Enemy Equips for that. I have tested this with Ellye's ATB and it seems to work.
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Do you want to visually display the number of turns that a state has before it expires? For example, perhaps you have a state that will automatically kill you after 5 turns have passed, and you would like the player to see the number as a visual indicator. This plugin allows you to display a small number popup above a battler's head that represents the number of turns left before a particular state expires. More information and downloads available at HimeWorks
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Do you have a buff state that will allow you to unleash a guaranteed critical strike, but only for the next action that you take? Or perhaps a state that will increase the effect of all healing spells, but only after a healing spell has been used, the state wears off? This plugin allows you to assign a new “auto removal†condition to your states: Remove State On Action. You can choose how many actions it takes for a state to disappear, and also whether only certain actions will affect the state. You can combine this removal condition with other auto-remove conditions such as checking for a certain number of turns, or taking damage, and so on. More information and downloads are available at HimeWorks
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In RPGMaker MV, the default death state is the first state in your database. When this state is applied, a battler (enemy or actor) is considered to be dead. During battle, when all enemies have the death state applied, the actors are victorious. When all actors have the death state applied, they will be defeated. Outside of battle, if all actors have the death state applied, game over. But what happens if you wanted other states to be considered death states? For example, if all actors are petrified, then the game ends. Or if all actors fall asleep, then the game ends. This plugin allows you to designate additional states as “death†states. Unlike the normal death state, actors won’t lose all HP/MP, but they will still be considered dead. More information and downloads are available at HimeWorks Toggle-able States Overriding States Progressive States
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Do you have states that automatically change into other states after a certain amount of turns or actions have elapsed? For example, you have a Doom state that counts down every turn, and when the countdown reaches 0, the battler will automatically die. Or perhaps you have a Poison state that will worsen if it's not treated, and after walking around for 50 steps, the poison state automatically turns into a deadlier poison state. Or perhaps you have a Frozen state that prevents the battler from moving, but if it gets hit by any damage, it will immediately die. This plugin allows you to set up your states so that when the state is removed automatically, new states will be added. More information and downloads are available at HimeWorks Other state-related plugins you may be interested in:Toggle-able States Custom Death States Overriding States
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Do you want to have states that can remove other states? For example, you have two types of poison states: Weak Poison, and Strong Poison. When the Weak Poison state is applied, you lose 5% of your HP. However, when the Strong Poison is applied, you lose 10% of your HP. Now, you also have a special case where applying strong poison state will remove the weak poison state automatically. With this plugin, you can indicate whether your states will remove other states when they are added. More information and downloads are available at HimeWorks Other state-related plugins you may be interested in:Toggle-able States Custom Death States Progressive States
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Do you have a state that can be removed when you apply the same state? For example, you use a state that adds a poison state, but when you apply the same poison state, it will cancel out the existing poison state. This plugin allows you to create toggle-able states. When the state is added, one of two things can happen 1. If the state does not exist, then it will be added 2. If the state exists, then it will be removed More information and downloads are available at HimeWorks Custom Death States Overriding States Progressive States Originally requested by Nohmaan
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Common event to directly edit an actor's stats using variables
Animebryan posted a topic in Editor Support and Discussion
I'm trying to create a 'debug item' that uses a common event to allow me to change an actor's stats in-game through the use of variables. Using the 'Input Number' event command, I need to be able to change an actor's stats using 1 variable for the actor ID, a 2nd one for the parameter's ID & a 3rd one for the amount to change it. Does anyone know the script calls necessary to do this?- 1 reply
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Heloooo everybody! Do you want to see what is my own favorite characters like? Do you want to see how cool, strong, special my own made character are? Yes, i do want to see yours! So, for the love of RPG game! Let us show our own made great characters, everybody!! ########################################### But we must give them a same form. Also,they must have balance to each others. We don't want a super strong, unbeatable, ridiculous character here. 1) Each character CAN'T have more than 2 skills and less than 1 skill. a, The #1 skill is called S-A : it's usually used for harming, dealing damage, cursing, attacking enemies (optional) b, The #2 skill is called S-B : it's usually used for healing, boosting, defending ... sometime dealing damage, give states too (optional) c, Skill S-A can be only used by Leader and skill S-B can be only used by Supporter (those are the position we're going to assign to them before each battles) ########################################### Here is sample and the first one: Appearance: Name: Sermin Tristis Element: Dark Profile: (Optional) Had been sealed and hidden at bottom of The Dead's River in the Hell. Some how she has been released and therefor, now she is on a long journey for seeking who did that to her. ATK: 250 | DEF: 100 | MAT: 140 | DMG: 95 Rage-S: 1 (Rage speed: The amount adds to raging stat every 0.5 second. When the raging bar full at 100, characters can cast their S-A/ S-B skill) AVD: 30% (Chance to avoid attacks) SPD: 6 (Speed, who has higher speed takes the first turn) LUK: 20 (Luck, Adding some random bonuses) S-A: Fierce Tornaldo (19 hits) > Cut enemy at crazy speed in berserk state, +25% Hit chance / +5% Crit chance The last strike lift enemy up about 1,5m (give supporter the chance for sequent attacks) > 115% * a.atk * 19 + random (luk / 3) - b.def * 19 S-B: The Dead's Aura > Create a shield which can absorb max of 1000 DMG (both of physical & magical attacks) on the Leader Last for 5s, 20% give Curse state on Enemy's Leader ######################################################## How about it eh
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- show
- characters
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This article discusses some techniques for improving the look and feel of your game when it comes to skill commands. I discuss how skills are set up and assigned to actors, realize that everyone uses the same names for their skill command (Special, Magic, etc), and then look at ways to personalize these commands for each actor. It is assumed that you are familiar with skills in RPG Maker and how to set them up in the database. Managing Skill Types In RPG Maker, you don't assign skills to actors. Instead, you assign skill types that they can use, and then assign skills to each skill type. This is because the default menus were designed so that you must select a skill type first, which would then show all of the skills that you can use for that type. You can see all of the different skill types in your database from the Terms tab. By default, there are two: Accessing Skills in-game An actor can only use skills that it has access to. Two conditions need to be met. First, the actor must have access to the skill type that the skill is assigned to. In order to add a skill type, use the "Add Skill Type" feature. Second, the actor must "know" the skill. This can be done either by learning the skill, or having features that add the skill directly. For demonstration purposes, I have set up 6 skills under the Magic skill type. Fire Fire II Ice Ice II Thunder Thunder II I have also added each skill as features to my actor so that she can use it. If all works, you should see the skills in the game: Personalized Skill Types Personally, I find it a little too generic when everyone has more or less the same set of skill command names. Either everyone uses Special skills or Magic skills or whatever name you want to give it. I'd like to personalize my skill types so that everyone has their own unique command name. Read the rest at HimeWorks!
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eventing [REQUEST] Add Different Character Faces in Text Box for Same Actor
ihartrpgs posted a topic in Developing Tools
Add Different Character Faces in Text Box for Same Actor Requested by Juztsacki This one was a bit hard for me to title, but hopefully it makes sense in the long run. The first thing you need to do is make your character creation map. Now, make our first character option, which I chose Ralph. You want to create a variable called CHARACTER. When you select Ralph, that variable is going to be equal to 1. You will do this for all your other selections, changing the variable number each time. Now, you want to make your second map where you start after picking your character. Create your NPC and select the face set. Type in the message for that NPC. Now, create a conditional branch under that and when the CHARACTER is equal to 1, make it so that Ralph's face and message shows up. You will do this for all the characters. It should look similar to this: And that is how you make it so you do not have to pick different actors in the database. -
I have an idea for what I'd like the final member of the party to be; but I have no idea where to begin implementing it. I'm thinking of a 'breaker' type of class; their attacks would destroy a barrier/shell/shield/etc...that was protecting the enemy to begin with. Until this is done, the damage dealt by other party members would be minimal, and the shield would come back after three to five turns. Ideally, this character would also have skills that could sufficiently damage the shielded enemy, until their 'breaker' skill charged up again. (Which would then allow the party to join in.) Does this sound too complicated? Would this be better to request as a script, or is it able to be done via common events/formula/other stuff? Or is there a way to skim this idea down to the bare essentials (that is; character reduces a specific enemy type's defense with skills only they have)?
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Writing this on my iPod at like 00:31 so apologies for typos. I was wondering people's ideas on what makes a character likeable/more lifelike and what gameplay mechanics can help tell a characters story. One idea I have taken aboard is cutscenes as flashbacks / skits and some variable system for affection or loyalty. These events would tell lore / character background as well as game benefits like new skills or unlocking new areas to explore / dialog options. I have been trying to make npcs a little more lifelike with multiple dialogs events but would like ideas on how I could make them more part of the world. Also do you have any sources of inspiration when building your rpg? I find deviantart good for ideas in terms of learning to map and stuff whilst rpging on 3ds / mobile platforms.