Jump to content

Search the Community

Showing results for tags 'battle'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Community Central
    • Introductions & Farewells
    • Forum Announcements
    • Forum Feedback and Support
    • The Competition Zone
  • The Developer's Corner
    • Theory and Development
    • Recruitment
  • Game Development
    • Editor Support and Discussion
    • Programming
    • Tutorials
    • Workshop
  • Game Production
    • Games in Progress
    • Completed Games
    • Game Reviews
    • Archived Games -Projects that have been inactive for 12 months are stored here.
  • Resource Center
    • 2D Resources
    • 3D Models
    • RPG Maker
    • Audio
    • Resource Market
    • Developing Tools
  • Creative Area
    • Artwork Gallery
    • Music Room
    • Literature Library
    • Animation Theater
  • Off-topic
    • General Discussion
    • Role Playing And Forum Games


  • Loki's Blog
  • Kirin's Blog
  • Cremno's Blog
  • Nelneo's Blog
  • silversatyr's Blog
  • Virtuous Blade Development Blog :: DISCONTINUED
  • Lone Barrel Works
  • Intrigue of the Crystals Development Blog
  • Princess Project
  • Endafy's Corner
  • Knightmare's Blog
  • The Septrian Voyager
  • Animated Battlers
  • Pikalyze's Apple Tree
  • Marshzd Film to RPG Blog
  • Guardian Spirits Status Blog
  • Shinsei Stuff
  • æ�±æ´‹ã‚¢ãƒˆãƒªã‚¨
  • Eve of Perception [RPGMakerMV] Devlog
  • Blood Boundary Development
  • Little Girl That Could dev blog
  • Alice - Human Sacrifice Blog
  • Brualrosian Empire
  • Bashar's Blog
  • Shin RPG Maker
  • ShinGamix's Ace.net Only Blog
  • UnDead Studios
  • tillypope's Blog
  • whitedahlia
  • Rusted Souls Project Blog
  • Somnium: Burning Ember Development Blog.
  • E. Rin's Blog
  • Mako Star's Blog
  • A Descent into the Maelström
  • Aarowaim's Blog
  • CubixPG's
  • Pokemon Planet Project
  • Uprising:The Blog
  • Politics: The game project blog
  • MonDez's Custom Resources
  • BlueDragonGamers
  • CT Bolt's Blog
  • Cid Gaius' Blog
  • Cidiomar's Blog
  • monster311
  • Velvela Jade
  • Dark Horseman
  • Pocketmouse, Project: Blog
  • Looking for Artist
  • COVB Custom
  • Ravenith's Laboratory
  • The Ninth Life Gaming
  • Daniel Tom's Blog
  • Daniel Tom's Blog
  • Level 99
  • Blood Shadows Blog
  • PK8's Blog
  • It's Acezon
  • Saphire Action Battle System IV how do you make the player Die?!
  • jomarcenter gamer news blog
  • Random Designs~
  • Mini Game Ideas
  • A Mouthful Of Maus
  • Mundane's Blog
  • The Guardian's Wicked Cool Stuffs!
  • Script Request
  • Ultima - Virtuous
  • Deadwater's Blog
  • Alendalin RPG
  • Cait's Blog
  • Acer K Productions
  • Hyde's Development Journal
  • DWM2 Development Journal
  • ~Hikari No Uta~
  • => proceed to recycle bin
  • The8th's Journal
  • Face Emotions
  • Request on Tutorials Anyone?
  • estriole's Blog
  • NecromireGames Blog
  • Toheka's blog
  • Bluestar Blog
  • Upcoming Tutorials
  • Misadventures
  • Resource Blog
  • LunaWing118's Blog
  • My Game
  • A Masterpiece In Development
  • N.O.I.M.
  • Hey PL! (Passive Lion's Official VX Ace Blog)
  • RagingHobo's Blog
  • Arctic Fox's Blog
  • Utajärvi
  • Yin's Blog
  • TDW's Blog
  • pxlgraphic- Official Blog
  • The Making of Zendir
  • Rowen's Blog: Okami project
  • Vintaisa:School magic
  • Elixia's Memoir Chamber
  • Progress Project
  • Realms of Eternity
  • Infernal Cauldron of Miscellany
  • The Making of Zendir 2
  • Hortator's Blog
  • Project Shotgun
  • kelchw2323's Blog
  • kelchw2323's Blog
  • Aesorian's Thingymajig
  • NewMarker's Blog
  • Dezz's Stuff!
  • Pixel Art
  • KilloZapit's Magical Fairyland
  • Zendir 1: The Director's Cut
  • Bá´€ssÒ“ire [â—£ â—¢]'s Blog
  • My sweet abyss
  • RuinLight's Blog
  • ohheart's Blog
  • Indy Star: Dev Log
  • Logic's Blog
  • Mark Juner
  • LunaWing118's Blog
  • The fall of equestria
  • chronicles of a gamer
  • Replication/Tutorials
  • King's & Heroes Dev Blog
  • Whistler Wolf's Blog
  • kaz's Blog
  • China Rgss Scripts
  • Draciarch Games' Blog
  • Modern's Goal
  • Z3R0's Blog
  • 7-continents worldwide travel
  • "The World After" in the Making.
  • DarthVollis' Blog
  • SMC Development Blog
  • ~Choco's Blog~
  • Thoughts
  • The Four Stones
  • The Zen
  • Maindric's Blog
  • icon's Unusual Ideas
  • kayden997 Gaming Moment
  • Jonnie's Blog!
  • RuinLight Blog
  • Wren's Blog
  • Axio Chronicles: Progress Report
  • Liphidain - The Record
  • Nightgazer Starlight's Blog
  • Thebigzumawinz's Blog
  • Orrgar's RPG Blog
  • SchnitzelLion's Blog/etc
  • SirBilly's Blog
  • The Guardian's "Project RPG"
  • Alufey's Blog
  • Zanara's Blog
  • Legend of Erthia - The Etheral Gate
  • Naruto RPG Blog
  • GreenSheepGo's Blog
  • siChainlinks' Blog
  • Haunted Robots Blog
  • A blog emerges.
  • HimeWorks
  • cHAOScythe's Blog
  • Aetra: The Blog
  • Soul of Sul
  • Tutorial Drafts
  • Tigerbite's Blog
  • I need a little help... (o.\\)
  • Project A
  • The Shadows of Splendor
  • Deej's Blog
  • From the studio...
  • Vos: Demon Eater
  • RuinLight's Blog
  • Project Pepé
  • Project: █████▌
  • LunaticZio's Blog
  • Vauge
  • ThunerzIX's Blog
  • Smokey's Blog
  • AlexanderK's Blog
  • Magic Warrior
  • VanillaCube's Blog
  • Eventing 101
  • wirt2650's Blog
  • Rabie's Vaccine
  • Ninja Wolf Blog
  • Grotaiche's Blog
  • Writing Competition
  • OtaEnt Studios
  • Totori's Blog
  • The Kokonut Tree
  • Universecoffee's Blog
  • Universecoffee's Blog
  • Judgement Journey : Develop Blog
  • OmegaDSX's Blog
  • CharmingDominion's Blog
  • Jay Heartay's Blog
  • Arfax Games Dev-Blog
  • Pandemonuim the game
  • Remains: Dream Paradise
  • Just Starting Out
  • dev[otion]
  • Taffer's Blog
  • Soft-Square's
  • OmegaDSX's Off site blog
  • Story Review
  • My Ideas
  • EVENavesT
  • Elementstormrpgteam's Blog
  • RavenTheOld's Blog
  • Unnamed Game Dev
  • The Arbitrators Series
  • Medicine Man
  • Laura Yeah Right's Blog
  • Stradar's Blog
  • Silvershore
  • Jonath4nC's Blog
  • xMikachux's Stuff
  • Cecillia's Blog
  • Liphidain Development Blog
  • Pixelated
  • animeforfun's Blog
  • Purogurama Project
  • Flora Development
  • animeforfun's Blog
  • anna trinh's Blog
  • DragonWing Studios Blog
  • Tangential
  • P3RR1N's Blog
  • Necromedes' Blog
  • Soul Attraction
  • Tsarmina's Ramblings
  • lastonealive111's Blog
  • privateer's Blog
  • Warhamme40k Extermination
  • Dead Island Reincarnate part 1 review
  • Murgianswordsman's Blog
  • Jungernaut's Status Updates
  • Dead island Reincarnate info
  • KevinFrost's Blog
  • The Ensnarer
  • InfectedChild's Blog
  • Cupcake293's Blog
  • Choco's Dev Blog
  • Something Witty
  • t h e j a y s t u d i o's Blog
  • Zeth-Almer's Blog
  • Blindga's Lounge
  • Yenok's Blog
  • Eroha Maximus Development Blog
  • General Douchebaggery
  • My RPG progress blog
  • Master of The Forge - Development Blog
  • Draaloff - a small artwork collection
  • Update Blog
  • Cazziuzz' Blog
  • Personal blog
  • Ramblings of a writer
  • Ocedic's Blog
  • Gump's Dev Blog
  • smashdaddy's Blog
  • Biwy's Scripts
  • Ooooh! A Blog!~
  • So yea...
  • Cakes Notebook
  • Questions about my game
  • Flaming Teddy Productions
  • JamTam Universe
  • Tales of Mysteania DEMO
  • Near Misses of the Mundane Sort
  • Patch game title WIP
  • Tales of Time
  • Is anyone willing to assist me?
  • EraYachi's ...*sigh*..."Blog"
  • Help and Advice Requested
  • Fallen Temple
  • QuizicalGin's Blog
  • Ace Academy in Action
  • Fairy, Fairy How Contrary
  • Post-apocalytpic Simulation
  • Tweaksource's Blog
  • McCrumple's Blog
  • Utopia Software
  • gaixareku's Blog
  • DH2 Productions' Blog
  • Palladinthug's Blog
  • magicmetal's life
  • AlliedG's Blog
  • JStewartMusic Blog
  • Attack on Diary
  • Jeff-Andonuts PLAYS SOME RPGMaker VX Ace GAMES!
  • The Thoughts of a Squirrel King
  • Kamalot_INC Presents
  • Crazy Lady with a Hammer!
  • Question About Damage Formulas
  • Wow, such blog!
  • Phantom Antiquary
  • My Game Days
  • ShadowSphere Entertainment
  • Quick Question with Victor's Battle System
  • UnDead Studios Archive
  • Big project, I need help
  • Welcome to Entropy
  • Tactical Game System
  • Under The Name Sanders
  • Otterlicious
  • ScottofNorth's RPG Journal
  • LukeRiley's Project:
  • DiaWulf here~
  • A Spark of Inspiration
  • Downwinds' Blog
  • Arctic Thunder Crunch
  • luwehazcu's Blog
  • Fake but real
  • Allusion's Blog
  • Preparing For Massive Crowdfunding
  • nicoleanderson's Blog
  • Light and the Dark, A Journal
  • Kuronekox's Blog
  • Tris Blog
  • Omniblacklight's Blog
  • Theolized Stuffs
  • Blood Heart Redemption Dev Blog
  • Sug's Blog
  • GameMaking Blogger TheAqib
  • An artist's scattered thoughts
  • CloudTheWolf's Blog
  • Malagar's RPG Dev Diary
  • PoorCollegeGuy's Blog
  • nanokan's Blog
  • Movie Review Blog
  • Minerva's Touhou Diary
  • GameCreations' Blog
  • insomnioid
  • Johnny's Corner
  • Rush2112's Blog
  • Cat`s and Lolipops
  • The Rock Music Blog
  • New Artwork!! :D
  • Wolf Engine
  • Ultim's Thoughts
  • NightWolf's Logo Hub
  • Arcane Blog
  • Lith's Corner
  • HTML & CSS Learning Diary
  • Freak's Games
  • ASOE - Asynchronous Online Engine
  • Dark Cloud RPG Maker Edition
  • Plague's Blurbs
  • An Errant Soul's Musings
  • Stellar Complex - Development Blog
  • Venya's Blog
  • Wish to the Stars development blog
  • A Writers Paradise
  • Project Aventice
  • Aljara~
  • Extreme edits
  • Concepts & Roughs
  • Hokobishu's Japanese Tea House
  • Yukijin's Storehouse
  • The Pantheon
  • Pixii Stix since 1986
  • The Manic Elf
  • Ramblin' Roccstar
  • Blogging and Things
  • Opal Starlight
  • Game Watch
  • Turt's Blog
  • minefan's development blog
  • Kotori-chan`s Review Adventures~
  • Vectra Productions
  • ~Diary of Wrath~
  • DMTK Stuffs
  • Ailuro's Blog
  • Omni Link's Blog
  • Scoosh's Blog
  • DavidFoxfire's Works in Progress
  • DJBailey on Sound, Life, Development
  • Tools of The Trade
  • Kaiso's Blog of ideas and art
  • ImAGirlUPerv's Blog
  • TimothyWhitcomb's Blog
  • Chaosian's Blog
  • Lex's Blog
  • Spooky Does Blog Stuff
  • @Monkeysnow55's Blog
  • Don't have a project title yet :x
  • TheCaliMack RPG (California Macky's Blog)
  • Point08's Blog
  • Emphasis Log
  • A World On Fire
  • Space game
  • Project Eden Dev Blog
  • Soul Eka
  • The Consensus' RMVX Ace Musings
  • Writer's Resource
  • Spectre's Freebies
  • Karsh's Developer Blog
  • AngelCou's Blog
  • Intelligent Debates/feelings/conversations
  • The scripting life of a big red dog
  • Realm of the Nine Palms
  • D'Art Blog
  • BHR development
  • Personal Blog
  • And A Random Blog Appears From The Shadows
  • [Project Log] Relic Hunter
  • LadyLemonGames' Diary
  • Takeo's Game Updates
  • Visual Novel Progress
  • Absolute Nonsense(The Good Kind XP)
  • My Precious Days
  • Wander Work Blog
  • upsidedownprtl's IGMC Blog
  • IGMC Entry
  • Joseph's Development Chatter
  • The Daily Apple
  • [Project Log] The Keeper of the Wards
  • Local Woman Creates Blog: Users React in a Rampage
  • JaiCrimson's Blog
  • Returning to RMVX
  • Vectra's Speeches
  • Monster's Den Blog
  • Firehawk Labs
  • gunsage's magical death metal unicorn apocalypse
  • LTN Games
  • EpicFILE Leisure Time
  • Personal Blog
  • Random Things
  • My small ideas
  • The Waffle of Gold! Development Blog!
  • Blithe's Bleh
  • Maki's Semi-Transparent Cube
  • thejaxinator's INAW3
  • ~Dia's Rant's, Comments, And Concerns of Today's World~
  • Development of Beyond the Dark
  • You walked into Shin's Room
  • Manga Gothic
  • My year with the dragon
  • Memoirs of a Space Traveler
  • The Bounty Hunters
  • Cookie ninja shares!
  • Balter's blog
  • Veryll Tavern
  • Random Postings
  • Devonair320's Blog
  • Green With It's Freedom-Land Field Guide
  • Thought-crime and Other Misdemeanours
  • Jaluna's Berry Bush
  • Character Showcase and Other Things
  • Khaos' Kavern
  • markA's Blog
  • Equestria
  • PixeLockeT Plays & Plugs
  • Jacklack3's Book Of Stuff
  • Paradox: The Dev Log
  • Scalvose: Demons and Dragons Progress Holder
  • KunLibertad's Blog
  • Development of STA-FDW
  • Decim Blog, and Other Things
  • Tales of the Clumsy Beginner
  • Shiggy's Lab of Randomness
  • Bunbunmaru News
  • Raymi's Blog
  • Shiggy's Blog
  • GameKirby's Blog
  • LewisDruid's Gaming Corner
  • Nirwanda's Corner
  • Jax's Game Log
  • ashm13's Blog
  • A Dog's Guide to Highwick
  • Jacob Mann's IIAW3
  • The Eddsworld Fangame(s?)
  • beh
  • As Time Takes Its Course
  • Tempest of Souls
  • Tochiko Island: Juju Talks to Herself (And Others)
  • Unfortunate Ideas
  • The Woodcutter's Daughter (dev corner)
  • Demon's Gate Progress Blog
  • Cleosetric's Journal
  • Cinder's Stuff
  • Project Iniquitous
  • Milton Monday Plays Something
  • Ac Games
  • Characters And Such
  • Gaming, Writing, and Music
  • GamePad DevBlog
  • CVincent's Blog
  • Cupid's Universe
  • The Lightsworn Devrambles
  • Tarq's Backlog
  • Iron Fortress
  • Chungsie's Dagger Thunder Poop
  • Straydog's Blog
  • DRC's Blog
  • The Book of Love: South Park Fanfiction
  • The Legend of Jerry Quiver: Dev Blog
  • Official Works
  • Cosmo's Development log and Process Anouncments
  • 9 Circles Casino & Hotel
  • The Hurst's Development... Thingy
  • Chibae's Blog
  • JesseO's Blog
  • Party Pals!
  • 'Lucid' Blog Thing I Think
  • Cryptic: Project Journal
  • Neryan's Bloggie >,<
  • Planned All Along
  • Planned All Along
  • Alphys Hedge's Blog
  • Nexus of Naoto
  • FluffexStudios' Blog
  • CAW Series
  • RGSS3 Rumbles
  • Journal of the Phoenix
  • Project Updates
  • Perang Cemen's Devil Boy Quest
  • Fleshport Development Blog
  • Amyrakunejo's Game Cabinet
  • Secret Project
  • "Crystal Crown" Devlog [RPG Maker MV]
  • Memory of the Fallen Leaves Demo 1.8 coming soon-ish
  • Delve into the Digital Embrace
  • Nira, the Experiment
  • Testing Blog
  • Loco's Loose Leaf Odyssey
  • CH2 - Afterword
  • Verdiløs Games
  • An it harm none do what ye will.
  • Eddsworld: Life After The End
  • Final Fantasy (Working Title)
  • Alva (not the skater)-A planet and world much like the one we know, or claim to...
  • The Absinthe Gazette
  • Absinthe Ingram Makes A Game

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL





Found 109 results

  1. Hello everyone, I thought of concretizing an idea to modify the gameplay in combat. What I would like is to have two types of gauge that work like HP gauges, that is to say when we get to zero for one or the other (they are independent) then it is game over. I actually renamed the normal HP parameter to correspond to will points (WP, a mental life bar). And so, I was thinking of using this script to create new HP parameter (normal life point): https://forums.rpgmakerweb.com/index.php?threads/custom-parameters-v1-5-22-04-2018.60832/ But, I realize that it is not that simple, even if I manage to display a new HP life bar below the basic life bar (which I call WP). There should also be a damage formula, where the skills can detect if they attack the first bar or the second (or both). In addition, we should also create a second state of "death", because I do not want it to be the same alteration of state, even if both can lead to game over (one can be mental KO and other physical KO). I think that all this requires more than just slightly modifying a few scripts, in any case, I don't have the skills. But I can see the possibility of adding a note in a skill to indicate which types of gauge (WP or HP) is targeted. If I can get that just for the player character, I'll be happy. I would like to know if anyone is interested in making a script like this. The strategy in combat would be modified, it would be necessary to monitor both its mental life bar (WP) and the physical life bar (HP). However, HP is for me, in my game, more secondary; or else we should think about creating new associated characteristics (Def, etc.) to further optimize. But it complicates the work ... I mainly use the scripts YEA - Ace Battle Engine and MOG - Battle Hud EX (for this one I can modify the graphic Hud myself and add a gauge location).
  2. Hello, I've been looking for a script or a tutorial on how to do this without a script to no prevail. All I want is what's in the title: For the enemies to flash for about 1 second with a damaged sprite whenever taking a hit. I don't want it to show if they are attacked but the attack misses. I've been trying to work it out with variables in the troops screen but it hasn't been successful so far. Any tips/scripts I may not know about would be greatly appreciated.
  3. FANthonyfiction

    Need help with skill.

    So what I'm trying to do is make a game where team mates are basically, single use. You got the MC who's a general fighter. A Tank character who can't hit any targets. A healer that can heal almost exclusively. and a Glass Cannon that can kill any enemy in one hit, assuming she gets to use her skill. (It'll make sense if I get around to the end) The trouble I'm having right now is the Tank. I want her to have a move called 'body guard' and how this works is she'll 'distract' the enemy, forcing all of them to target her for for a turn. The issue I have is getting them to target her. I've made the move as a common event, and the event command is under Battle, force action, Enemy (I'll do one for every enemy on screen) Skill: Attack, Target (??????) I don't know how to make it so they target the Tank character. There are Index entries 1-8, but I'm not sure how to find to change them. Any help will much be appreciated. Sorry if this is basic and I'm just blind to an obvious solution that I can't see. I'm very new to RPG Maker. Oh, and is there a way to put a two turn delay on an attack? A start up/charging time?
  4. I have a question for something I’d like to do in my game. I have a bit of a strange enemy HP system - the gist of it is, each enemy’s HP starts at half, and the enemy should be considered dead if the HP reaches 0 OR if the HP is full (with negative attacks, that heal). I need help with this latter condition… how can I make it so that the enemy is considered “dead” to the game when the HP is full? The player should still receive EXP with either win condition. I know I’ll need to make it so that the status cannot be inflicted until the halving command has run, but I’m a bit stumped as where to go from there. I don’t think this will require a complex script, but if it does let me know and I’ll move/repost in the appropriate section.
  5. Hey, total newbie to MV here: Very sorry if this has already been answered in a previous thread! I couldn't find it... I have a skill that damages all enemies in combat, and the skill animation is working fine, but I want the damage popups to appear all at once (rather than one by one for each enemy). Im using these plugins at the moment: YEP_X_ActSeqPack1 YEP_X_ActSeqPack2 YEP_X_ActSeqPack3 YEP_BattleEngineCore I've read through a lot of the documentation on these plugins and have been digging around on Google for an hour and all I could find was this https://forums.rpgmakerweb.com/index.php?threads/apply-damage-to-all-simultaneously.96638/ I think I'm just not understanding the extreme basics here! Am I missing something obvious or am I just going about this wrong? How can I make the damage popups and subsequent deaths of enemies happen at once rather than in a chain? attached is a screenshot of my skill
  6. swiftshell

    Moghunter ATB messages

    I have several scripts installed but after I added Moghunter's ATB I no longer get battle messages. You know, those little "(username) uses/casts X!" I want to be able to do stuff like having an enemy fumble an attack and a quick message would appear saying "X fumbles their attack!" and the message would let the player know why the enemy seemingly skipped a turn. Don't suppose anybody would be aware of a way to get them to show up again? I'm also using the Ace Battle Engine if that matters?
  7. Of course, there has to be one on the forums. Introduction This is a simple counting game, with tiny little bit of RPG elements. The number represents our experience. Rules Rules are obviously simple Post a number higher by one than in the previous post. We start with level 0 and we will be leveling up for every 100 experience (posts). Random chatting in meanwhile is allowed, though keep the messages relatively short. Do not double post, unless the thread was inactive for 72 hours (three days). If someone double posts too soon, ignore the next messages of that user, as these will be merged. That's all, so let's start! 1
  8. Links to plugins: As the title says, when DreamX's Battle Status Core extension is used in a project also containing YEP's sectioned gauges, the sectioned gauges are not drawn in battle. I assume this is because DreamX's extension didn't take into account that sectioned gauges could also be used too. See the attached image for an example. On the left is my Battle Status Window's previous set up. On the right is with DreamX's plugin. While I like the new set up better, the sectioned gauges are now gone. (they still appear outside of battle) As far as I understand this isn't a complicated fix. DreamX's plugin would need a part added to it that checks to see if the project also has YEP's Sectioned Gauges. And, if it does, it draws the black lines on the gauges to the way the user has set them in YEP's plugin. Anyone willing to take a crack at this?
  9. ... So, Here is the place where we're going to show our ideas about skills, any great skills you have in mind, you had in your game, why don't you share it here? We can call this is "Skill's Sanctuary" #################################################### #################################################### Cool eh? Here is the first one! This is the must-have-skill in your game #1, Poison Bubble >Pop up from beneath an enemy, it explodes like a bomb and deal damage to only one enemy 25% * a.atk + 300 Poison damage >Then after exploded, it cast poison gas to all enemies +30% chance to Poison all enemies How about that?
  10. Vis_Mage

    Battle Pouch - Script Request

    Hello! I was hoping someone could help me create a, inventory related script. What I'm hoping to create is a "Battle Pouch", which essentially acts as a secondary inventory (with a limited capacity, ideally based on a variable, for the sake of future-proofing). In battle, using the item command would not give you access to your main inventory, but instead only to the items you placed into your Battle Pouch beforehand. As a side note, I don't know if it would be easier to go about making this from scratch, or by building off of an existing script, but I do already make use of the Storage Boxes script. These do allow you to place items in a separate inventory, although I don't know if accessing them/using them in battle would be feasible. I just thought I'd toss the idea out there in case it makes things easier. I hope this all makes sense. By all means, let me know if you have any questions. Thank you!
  11. YanPac Battle HUD Version 0.3 Yanfly and Pacman Introduction This script adds the Actor HUD from Yanfly Engine Ace's Battle System to the default battle system. It draws the actor's name, face, HP, MP, TP, action and states. The script automatically detects whether to draw the actor's TP or MP depending on which skills they have. You can change some simple aesthetic options in the configuration. Features - Comprehensive HUD for actors in battle. - Simple notebox tags to alter the drawing of HP, TP and MP. - Allows for simple aesthetic configuration. Screenshots Be carefult, very large. From top to bottom, the screenshots are; the normal HUD, drawing HP and MP; the normal HUD with some tags in the actors’ noteboxes to make specific gauges drawn; the same HUD working with Neo Gauge Ultimate; the HUD with one actor having no gauges drawn (yeah, you can do that); and the same HUD during the action. The database image shows you how you can use the tags. How to Use Simply paste the script in an empty slot underneath Materials. The configuration is explained in the script header, as are the notetags. Demo Not really necessary. Script I recommend getting it from Pastebin or my blog. However, I will post it here. FAQ None, as of yet. Ask away if you have any questions. Credit and Thanks Credit - Pacman Credit - Yanfly Thanks - Yami Author's Notes I will make this script compatible with another script if you ask me, and it isn’t too hard. But be aware that I do have schoolwork, so don’t expect everything done within a day. I hope this script works for you, and you like it! Note that I am not very active on this forum, it is much easier to reach me on my blog (in my signature) or on RMRK. I do check in here occasionally though. I made this because someone on RRR requested a Battle HUD for actors in VXA. Because I’m lazy, I simply extracted the HUD from YEA Battle System and made it work on its own. Yanfly did give me permission to do this. In addition to this simple request, I decided to make this HUD compatible with other scripts for maximum awesomeness.
  12. Hello, I am writing to ask how I might go about implementing a rear-view battle system, as shown in the following images: https://m.imgur.com/gallery/hJWenhT https://imgur.com/a/PQZiChc Just a simple system w the party on the bottom of the screen & enemies on top, that lets you use walking sprites that step forward when it’s their turn and step back when their turn ends. I have asked in various ways in various places how to achieve this, but I’ve met with little success. I have seen a lot of chatter online about this type of system and many games that use it, but no clear answer on how to achieve it in RPG Maker MV. I’m open to methods that make use of plugins as well, but so far I haven’t seen any for MV. Thank you for your time.
  13. obsorber


    BATTLE OF THE HEAVENS Note: This game doesn't need the "RTP" to play but its currently going through some rigid updates. ESTIMATED GAME-PLAY TIME: 10+ GAME STATUS: COMPLETED INSTALLATION: Extraction, No RTP Needed VERSION RELEASE: V1.7 GENRE: FANTASY RPG DIFFICULTY: HARD When the Demi War ends, a valiant Magnus Zarkodius goes on a quest to end the chivalry once and for all. His purpose, to unravel the cause of the war. Magnus is accompanied by the Paladin Hyperion who knows more than he lets on. As he journeys Safehaven and uncovers the truth about the war, friends are made and a band is formed to save Treter, the world sealed beneath. (Battle of the Heaven's should keep the player busy for hours to come.) MAGNUS ZARKODIOUS The hero and protagonist of this epic tale. Magnus Zarkodius born from ancient ancestry, a Terraphim related to the Celestial's charges for battle. He's a vigorous warrior with a knack for rushing into the front lines. HYPERION SHADOWBREAKER Holding the "Seal of Metatron", Hyperion's power is known throughout of the kingdom. His purpose is to unify the kingdom using the seal and restore order to the once dominant lightbearers, the Paladins. LUCEAL The fallen Celestial of the light. Lucy sees all the terror awaiting Safehaven's future and has to prevent its demise. She is bound to the Kapyre's recovering from the blackness of the void. VAMPIRO MELLOW Half Vampire, half Elf commanding the Red Knights, Mellow is a titan. She prevents the Elves from getting into conflict thanks to her brethren with the use of her tamed hell hounds. When the war ends she uncovers the conspiracy to reconstruct the order in Safehaven. SCREENSHOTS CREDITS DOWNLOAD THE GAME HERE AT: https://www.mediafire.com/file/zbugi5190kb7rb9/Battle_of_the_Heavens.exe
  14. marcusB

    Actor and battler state tints

    I don't know if theres already one or whatever, would apreciate it if I could get pointed if there already is one, But like when a specific state is applied to player or enemy it will tint whoever is applied, Like you can put a RGB colour code in the state tag that tints it towards that colour at a specific opacity Idk, This would be for a non comercial game, just for a rpg for me play on my own time
  15. This is part 1 of a two part tutorial on how to make Graphical First Person Battles using events. Part 2 will come when I figure out the best way to animate the attacks. So if anyone has any idea how to check if an actor is attacking for the purpose of a conditional branch condition, let me know. I love the default combat system. Side view is all right, but its been done by 34956875602 different games. I like the first person aspect. To me it just feels more personal. Sadly it is a little lacking in the flair department, and so I set out to fix this. Keep in mind, what I am about to show you isn't for the faint of heart or those allergic to chocolate. And it might give you a quick glimpse of how certain events can be used differently and more creatively. Evented True First person battles. (Disclaimer, this is not animated. It simply shows hands, and weapons/gauntlets/shields if you set them up. See opening comments about the system being animated) (Disclaimer 2, this only checks for the equipment of the first actor, or whoever you set up the common event for) Step 1. Creating the Resources In this evented combat system, we will be using pictures to show the player and weapons instead of sprites. In this tutorial, they will be referred to as the "Frame" or "Frames". All frames will go in your "Picture" folder, in the img folder at the root of your Project Folder. I HIGHLY recommend using gimp to modify/create pictures. I use it for all of my sprite art. You can find it at http://www.gimp.org/downloads/ All frames must be the native resolution of the game you are creating. Meaning that if you are using the default resolution, the frames must be 816x624. I started with a basic empty picture, sized 816x624. Make sure that it is transparent. If you dont know how to do that, well, google works wonders when learning to use a program like Gimp. I then cropped and modified some of the SV actors hands to create a kind of Elder scrolls esque view. For the Spriting illiterate, here is a basic image to use/build off of. I then modified some of the weapons sprites in the same way. You may also use/build off of these. After you have these resources, you are ready for the eventing! Step 2. Creating the Event First and foremost, we will be using a common event at the beginning of each battle to show the equipment. So name a common event something like FPB or something, idk. Within that common event, we are going to be using conditional branches to check for equipment at the start of battle. The first event will be Show Picture. This is located on the second tab under Picture. The frame we will be using is "Holding.png" Set that frame to be picture number 3. The reason this is set first, and not in a condition, is so that even if we dont have a weapon equipped, it will still show the fists. So barehand fighting is a thing. From there the flow of adding items is rather simple. Condtional Branch> Actor> Weapon>the weapon you want to check for Make sure to leave "create else branch?" unticked. Then within that conditional branch we set the corresponding weapon frame. Show Picture> "name of weapon frame you wish to use" Set that to picture number 1 E.g Conditional Branch>Actor 1>Weapon> Longsword the conditional branch will show up as *If: Actor 1 has equipped Longsword Show Picture : #1, Longsword, Upper Left (0,0), (100%,100%), 255, Normal The picture number indicates in what order it will be drawn, 1 being the first and lowest frame. Therefore when we use the "Holding" frame as picture two, and the weapon frame as picture 1, the holding frame will overlap the weapon giving the appearance of being held. Do the same for each weapon in your database. By the time you are finished it should look something like this; Step 3. Calling the system for battle The very last step in this process is to run the common event from the troop tab. Go to troops, and in the battle event, run the common event we just created. Set the conditions for Turn number 0 and the span as Battle. It should look like this If you don't fell like setting up EVERY troop event I highly recommend Yanfly's Base Troop Events. It will allow you to use the first troop's event as a general event that ALL troops use. You can find it here http://yanfly.moe/yep/ Step 4. Prepare for BATTLE! With any luck I have described this well enough for you to have the event set up perfectly. Go in to battle young one, and draw thee pixel sword!
  16. Im wanna make a amazing battle! Help me will ya? I need some idea for my actor skill, so please tell me if you have anything in mind. I need skill for following Class: Devil's (he can use Claw, axe, swords, katana, and even a Gun) Youma (katana) Kitsune (claws) Youkai (Staffs) Seraph's (Swords) I got some example -Devil Slash: Cut Enemy Hp by 1/2 Cleave: Kill enemy instantly Lion Heart: Shot one enemy 8 times -Youma Excalipoor: 1 damage to all enemy Masamune: attack all enemy Zantetsuken: Cut all enemy Hp by 1/2 -Kitsune: Howling Moon Eat Moon alive: Make the user harder to hit Moonlight Cannon: Drop Enemy def and cruse them Moonlight Healing: Revive ally plus add regen on them -Youkai Chaos: Dangerous skill that can kill the user or damage ally and enemy or put any status to them. -Seraph's Spirit's: add state to user depending on area C'mon community! Whadaya got?
  17. Hello, I am planning to have one of my characters use an attack that does heavy damage to an enemy. Should the enemy be killed, the character will use another attack (shortened, slightly weakened) version of it on another enemy. Should that attack kill the second enemy, the character will use this attack on a third and so forth. How could I achieve this? My main problem is checking if the attack kills an enemy, the rest should be fine.
  18. Bricius

    Lose When One Actor Remains

    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?
  19. Heya! This is my Second post here, my first is a bug im having, so, Would you kindly give it a look? I've hit a wall i dont know what to do. Thanks! So, im making my first ever game, with a few basic mechanics and ideas but what i have in mind is this, each attack you give in battle would have a quick time event, so you can deal more damage. Of course missing all of the quick time event's would result in a miss, but if you get all of them right, not only will you deal more damage but your critical hit chance would incrase. For balancing porpuses i imagined a pretty dificult system, where the buttons that apear would be selected from a random set of predefined keys that you can press. And the speed you would have to press them incrase, or decrease depending on the level diference between you and your enemy. Defending from an attack would work in a similar fashion, if you get all of the quick time events right, you would decrease the damage recieved or dodge the attack, but if you miss them all, you would receive a critical hit As the game goes on, Monsters and bosses get more complicated attacks, making it hard to dogde the attack, while also making it harder to hit one. Every Skill would have it's own quick time event to make it more effective, and maybe even it's own animations. The idea here is to make the player feel LIKE A F*CKING BADASS when fighting a boss by dodgin their attacks with some cool animations playing while they tear their keyboards in half by mashing keys. The "Defend" option would be Unused and possibly erased from the fight screen, because of the system I Barely started making games and i know how ridiculous this idea is, but i really want this to work. Any ideas, suggestions and even criticisim is welcome. Thank you for reading my post!
  20. In this video, I give you the cheat codes for creating your own personalized final boss themes for your RPG game . Feel free to ask any questions!
  21. Hello everyone! It`s been a while since I asked for public help but I am in need of a little assistance. If you can help me, that would be very appreciated :3 So here is my request: "A Rock Paper Scissor Battle System" How it works: It changes the default battle system into a rock paper scissor battle system where in both enemy (it`s always a one vs one) and the player acts at the same time, each action (Attack, Skill, Item, Guard) is classified either as a rock action, paper action, or scissor action. If the enemy used a paper action and you use a scissor action, your action gets used and the enemy will not be able to use his action. Next turn, the enemy used a rock action and you use a scissor action, the enemy then gets his action done (like attacking or using a skill) then the player will not be able to use his action. The battle keeps doing the same cycle (draws will make bot sides do nothing, then skips to next turn) until one side falls. Preferred Features: Note tagging system where you can put "Scissor" , "Paper" , "Rock" on items, skills, and weapons. Customizable plugin parameters like setting Attack, Guard to either a Rock, paper, or Scissor default A little scenario as an example: Neko and Cat are fighting!! TURN1 Neko used "Rock Scratch" while Cat used "Paper Scratch" Cat negated "Rock Scratch" Cat successfully attacked Neko with "Paper Scratch" Neko receives 1,000,000 damage! Neko fainted! Cat gained 0 EXP! Cat wins! Any help will be appreciated *_*
  22. Heya folks! While I was prancing around my college life and all that fun, cheery stuff, I came across a bit of an idea to allow one of the playable characters in my game to have access to different styles of weapons. Crystal, a rare breed of water/ice dragon, can manipulate the water in the air at her will, allowing her to essentially cloak herself to look almost completely human, and she can use the same ability to cast spells and so on. Now, this tactic has been built upon to also include the following: A scythe, a shield, claws, and her traditional staff. (Do note all of these are made out of ice) Each weapon has its own strong point, of course, like how the staff focuses her spells more accurately. The scythe gives her range, allowing for some great setups, but it does block her magic use due to her focus to keep its shape while fighting. The shield is self-explanatory, besides that it can also double as a group protector. Lastly, the claws allow multiple attacks and fast movement. This leads to my question: Is it good to approach this method? Or should I stick with one weapon?
  23. SeeM_Villain

    Threat System

    Threat System v1.0 By SeeM_Villain What does the script do? The threat system adds a "smart" way for enemies to decide who to attack in battle. How it works: As actors deal damage and heal they build up a "threat" value. Whoever has the highest threat becomes the target of enemy attacks. (Normally "random" attacks.) In battle, a small window is displayed to show how much threat each actor has accumulated to let the player plan accordingly. The tactical part of the system is in the threat modifiers. Some skills can cause more threat than normal attacks, actors/classes can have different threat modifiers, specific elements can deal more or less threat than others etc etc. Using this system you can effectively create "Tank" characters who are supposed to take the majority of the damage in battles and also give skills to weaker characters to reduce the amount of threat they produce. Extended Features List (Details of usage explained better in the plugin help section) Threat Modifiers Threat modifiers are split up into different categories to give you more ways to control threat. Modifiers are added together, 1.0 is 100% 0.1 = 10% <agg_mod: x> This note tag will increase or decrease all threat caused by healing or damage. <damage_agg_mod: x> This note tag will increase or decrease threat caused by damage. <heal_agg_mod: x> This note tag will increase or decrease threat caused by healing. Different elements can have different threat modifiers. <element_agg_mod: x,y> <element_damage_agg_mod: x,y> <element_heal_agg_mod: x,y> x = the element ID y = the modifier Skill Note Tags <taunt> A skill with this tag automatically puts the user at the top of the threat table by 1 point. Example: Marsha has 150 threat. Harold uses a <taunt> skill. Harold now has 151 threat. If a <taunt> skill ALSO has damage, the taunt is applied first then the extra threat from the damage is added afterwards. <usage_reverse_threat> This reverses the final threat done by the skill. With this you can create a skill that deals 350 damage, and removes 350 threat. <usage_agg_mod: x> A skill with this increases or decreases the threat modifier by x for this attack only. State Note Tags <nullify_threat> An actor with this state will appear to have 0 threat. Note: Threat still continues to increase/decrease like normal. <provoke> An actor with this state will always be attacked regardless of threat. Note: If there is more than 1 actor with a provoke state, the enemy will choose one at random. <no_threat> <damage_no_threat> <heal_no_threat> An actor with this state will generate no threat. (The damage_no_threat tag means damage causes no threat.) (The heal_no_threat tag means healing causes no threat.) Code Rename the file extension to .js SeeM_ThreatSystem.txt Compatibility Issues I have tested this plugin in a project with many Yanfly plugins and there were a lot of problems. I will be writing fixes for these issues for use in my own projects, so once those are complete I'll update this topic with download links. Future Features I'd Like To Implement A "misdirect" skill which allows an actor to target an ally party member. While the effect is active, all threat dealt by party member A is added to party member B's total instead. Credit For use in Commercial or Non-Commercial games free with credit. SeeM_Villain Closing Note If there are any errors or bugs, please let me know and I'll do my best to fix them. If your problem is a compatibility issue with another script I can't guarantee I'll make a fix for it, but it's something I may look into.
  24. lonequeso

    Unique Weapons

    I've been pondering some fun, different weapons one could feature in a game. Not novelty items per sé, but weapons you don't normally see. I'm not talking about a one-off either. I'm talkin' about sets of weapons of increasing quality just like the traditional swords 'n' staves that will be used throughout the entire game. This one was the inspiration for this little exercise: Lawn Darts. There's a lot of younger people here that might not know what I'm talking about hence the link. So basically javelins, but made mostly of plastic. Obviously this would be a ranged weapon. Different metal tips would provide increasing grades. Maybe better aerodynamics, too. Possible variations could be enchantments to give them elemental/status/debuff effects or simply dip 'em in poison. Next up: Darts. The ones you find in a bar. If anyone here has ever played Runescape, you probably have seen or used darts as a weapon. That is the only game I've ever seen them in. I liked their uniqueness. Same concepts for these as the lawn darts. Blowguns. They shoot darts. (Anyone sensing a pattern here?) This weapon could be a combination of the gun and ammunition. Different styles of guns and types of darts could create some interesting combinations. Playing Cards. I have a somewhat specific idea in mind for these. The traditional way these are implemented is with some sort of "deck" system. Instead of that, each individual card is a separate and equipable weapon. Either they fire magic or manifest into an object i.e. sword, hammer, and strikes the enemy. The numbers represent the grade. Going all the way from 2 to Ace will take awhile so it'd have to be a pretty long game to implement this successfully. That's 15 grades. You could also add the Joker as an unpredictable weapon. The wildcard If you really want to have some fun, even add the Instruction Card. Maybe it bores the enemy causing Sleep. The suits present some fun possibilities. Four suits could be four different elements, but that's a bit cliché. I was thinking the shape of the symbol would represent the damage type. For example: Club: Blunt Club: Physical/Melee Spade: Pierce or Spade: Physical/Ranged Diamond: Slash Diamond: Magic/Melee Heart: Magic Heart: Magic/Ranged Cookware. The obvious choices would various kitchen knives and cleavers. However, who wouldn't want to charge into battle armed with a frying pan or a skillet? There can be other edged weapons in the form of sharp tongs and corkscrews. A meat tenderizer can be another blunt weapon, and salad tongs could be... grabby? There could be ranged weapons, too. A salad shooter with various vegetables as ammo. Salt and Pepper shakers (or better yer, SHOTGUNS!). Even a shotgun that shoots flour all over the place. Why? For that pesky rogue that cloaks himself or supernatural entity that becomes invisible. Spray some flour all over the battlefield to cover the lil' bugger, and reveal their location. Animals. This is hardly a new concept. A Beastmaster/Ranger that summons animals to attack. Usually they are enemies or fierce animals like lions, and tigers, and bears. Oh my! My idea was to have more ridiculous attacks. A starfish that flies at an enemy and attaches to their face, blinding them. An army of ants that swarm and deal damage over time and maybe lower a stat. A swarm of bees to sting the crap out of something and cause Poison. A scurry of squirrels (had to Google that one) to swarm and attack or simply distract the enemy with cuteness. Stuff like that. Instruments. This one isn't anything new either. It revolves around a vague game concept I had where the heroes are a metal band. The singer would master different notes as he leveled to use new attacks. Maybe a mic stand as a melee weapon to boot. Then there's the lead and bass guitarists. Their axes would be melee weapons plus various riffs could be attacks. Much like the singer they master chords as they go on. Lastly there's the drummer who purely uses ranged attacks. He learns various trills and rhythms as he levels. The game would have a sort of ATB system. The player would have a certain amount of time to select all four members' attacks. Different combinations of attacks have different effects. Maybe add a rhythm/timing element where if you select the skill at the right time, you get a bonus. It's a vague idea, but that's the jist of it. I'm curious to hear your thoughts, comments, and ideas. C'mon community! Whadaya got?