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Found 451 results

  1. I'm very new to RPG Maker MV and I'm trying to build a battling system similar to Pokemon in terms of the move sets for attacks (minus the catching, parties, etc). The problem is the attack feature only uses the base slash attack and offers no variety in terms of attacks. Is there some sort of plug in or script that will allow me to build such a battle system?
  2. Hello There! I want to find someone who's good at scripting for VX Ace to make a battle system for me, it'd be basically be FF13's combat system but with one player only, with animated enemies, Iddle and damage animations only, I'm not really looking for paradigm shifts, mostly only the way battle commands are handled in the ATB. It'd also use the default frontal battle view. I fully intend on paying them via paypal, is that something anyone here feel like they can pull off? Maybe contact me and we can discuss a price!
  3. In my game, I'm using Yanfly's Battle Engine and the Fomar ATB add-on. I have a character that has the skill "Finishing Touch" where if the skill kills an enemy, a common event is ran through Yanfly's Death Common Event script. The common event adds a state to the character that changes the action times to 100%, effectively giving him another turn, or so I thought. The ATB would just ignore the state and continue as normal. I changed the action times percentage to 200% and got the same result. Even after fiddling with the ATB script so the state would give a haste effect of 100x the normal ATB speed to fill it up, the ATB would just drop back to 0 after the state is applied. I don't know if I'm going about giving extra turns the right way, but any help is appreciated!
  4. "1 More" Battle System

    In the persona games, if you hit an enemy's weakpoint or land a critical hit on them, they become "downed." After being downed, the character who knocked the enemy down gets another turn, hence the name "1 more." After all enemies are downed, the party can initiate an "all out attack" that deals lots of damage to the enemies. Is it possible to make this in a script?
  5. Hey! This is a simple script that makes it so an ME plays when you lose a battle, not just when you win one I hope it'll be useful to you! I don't foresee any problems with it, but if you come across one, please let me know~ You can get the script here: https://pastebin.com/PM5HrNMb Enjoy~
  6. Howdy howdy! A while ago, I wrote this script out of a need for it because I wanted to make it so there's a message that pops up when you successfully escape a battle, not just when you fail to escape one. So here you go! I hope it's useful to you~ I don't foresee any problems with it, but if you come across one, please let me know You can grab the script here: https://pastebin.com/yLTaYA1G Enjoy~
  7. 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
  8. sprites as battlers

    I'm not really sure where this goes, since I'm not actually asking for "support" for an existing script, but I just need something (like an add-on or any other script that does the desired thing) that is compatible with the battle script I'm using. But although if this thread doesn't belongs here; please kindly move it. So on to the request... I'm using Yanfly's visual battlers, which provides visual for our characters (actors), it uses the characters' sprites in the battle that is animated (like when it's walking) but simple; it moves forward when acting and goes back when finished. For the enemies, it is unlike the actors - it uses battlers instead of sprites, and it is not even animated; just only moves forward and backward when acting. So what I need is, the same for my enemies too - I want to use sprites instead of battlers, that is also animated just like the actors. I've searched for this everywhere, some gives add-ons and stuff that provides the ability to use Holder's battlers graphics which are animated but it's not what I need. Thanks for any help!
  9. So I'm using Victor's Target Arrow script along with Yanfly's Battle Engine and I would like the highlighting to be consistent when selecting enemies. If I have a skill that targets multiple enemies, the battle engine would only highlight one enemy, and the target arrow script would select all enemies. The skill would still do damage to all enemies, I would just like it to either highlight all targeted enemies or remove the highlight completely. Any help is appreciated!
  10. 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.
  11. 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?
  12. 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
  13. so, im using mogs ATB and motion battlers with sprite actor, BUT, i dont like how turns take forever.... example. a boss would poison you for 3 turns, and it goes away, but in MOGS plugin, it lasts like for ever and ever and ever - _ -. another example, lets say you do a stun for one turn, it seriously takes like 3 attacks each with all actors then it goes away - _ - and, i remove ATB script and every move works fine and debufs end at the correct turn, but then motion battlers dont work correctly with hit animations and sounds. my question is, is there ANY way to make it where the turn ends when the enemy attacks or better yet, make it kind of like the default fighting where you attack with your actors, then the enemy attacks. IF, someone could please look at the script and see what could be put a # infront of a line or change values so a turn works correctly unlike it taking forever to count a next turn like, it takes like 6 or 8 times going through the actors for ONE status effect turn.... like WTF?????
  14. 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?
  15. 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!
  16. 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!
  17. Hey guys. my game will have alot of different regions, such as snow, marsh, saharah and foresty areas. My discussion is about how to implement weather in a battle system such as; If the weather is "rain" and an opponent is hit with lightning, it deals more damage, and if you use fire, it's weaker. Maybe even having a "thunderstorm" weather that can occassionally hit either enemy or ally, just to add a bit more threat to battles later. I have a few ideas about how to do this, but it feels messy and I feel it could be done better so I want to know what you guys think Any idea how to put in a system like this? I have Yanfly's Troop Events active. I also want to set up a weather system using variables (since I can use variables with skills, ect.) 0 = clear 1 = rain 2 = snow ect. I just don't know how to implement it into skills do the damage varies. I suppose a passive state might help, like "soaked" decreases thunder defence but now sure how to apply this to every battler in battle when a certain variable is active. Any ideas?
  18. Hi Everyone, I am trying to figure out how to prevent the side view battlers from moving, like for a few months already. when I purchaed RPG Maker MV on the website, it had bonus plugins including "SVActorPosition" which lets you change the battler (actors) positions in side view battle mode. when a battler (character) 1) is highlited (choose attack, magic etc) and 2) when they attack the enemy (just before they hold their weapon), the battler always moves one step to the left (then, moves back). I was wondering if anyone know, how to modify the script to prevent that "step forward", how to make the battler stay on the same spot the whole time, when you highlight them and when they attack the enemy. I have no idea about scripting myself. I attached the SVActorPosition Script here (as a text file). also there's a plugin which lets you select the positions where the battlers move while attacking "Victor Engine Battle Motions", but it's too big itself and i cant understand anything. The reason is, I was thinking about the possibility of making a combat system lie Phantasy Star 2 and 4 (Mega Drive). A front view combat system with the battlers (party members) while standing and attacking. It would be much better to use a script to modify the side view battle system into an enhanced front view one, than using the standard front view one since it doesn't show the enemie's battle animations when they attack a party member, but the side view one shows all animations. That way we could make our games look much better. Any help would be appreciated. SVActorPosition.txt
  19. Whenever I use the wait command in my troop's events, the battle window disappears until the wait command is over. I need a script that will fix this so then the battle can continue on while the wait command is being executed.
  20. How to use a script I found?

    Hey guys, I'm working on a game and ran across a script I want to use on here, but have no idea how to apply it. I thought I had it, but it wont do what it's supposed to do. The script is supposed to make a video play when a character uses a move that is tagged to do so. But, where do I place these two pieces of code? I cant find "RPG::UseableItem" anywhere in the script section of my program. I've got the move I want to use already tagged like it says, and the movie is in OGV format. # How to: # # Just add a little text to skill notetag # # <movie: x> # # x = movie name # class RPG::Skill < RPG::UsableItem def movie @note.scan(/<(?:MOVIE|movie):\s(\w+)>/i) return $1.to_s end end class Game_Battler < Game_BattlerBase def use_item(item) if item.is_a?(RPG::Skill) Graphics.play_movie('Movies/' + item.movie) unless item.movie.empty? pay_skill_cost(item) end consume_item(item) if item.is_a?(RPG::Item) item.effects.each {|effect| item_global_effect_apply(effect) } end end
  21. This topic aims to share my understandings to the default RMMV battle flow implementations, and I'll share the most advanced stuffs I know here fully. So you're assumed to have at least: - Thorough comprehension to the default RMMV battle system on the user level - Decent battle related javascript coding proficiency(experienced plugin developer having written at least dozens of decent battle related plugins with decent code qualities) - solid understanding counterparts are what and how respectively, so this topic, which are supposed to be on an even higher level, should focus on why. 2. As the battle flow's always a component of its underlying battle system, the first part for answering the 'why' question is to thoroughly comprehend the roles of the former in the latter. 3. As a battle system of a game's always a part of the game, the latter's architecture will naturally dictate the former's design, which is vital in answering the 'why' question. 4. As the codebase of the battle flow's open to RMMV users, in which some of them will want/need to thoroughly comprehend those source codes, it's vital in fathoming the implication of the demanded thorough comprehension as constraints applied to the battle flow, ultimately restricting its design choices. 5. As the battle flow's a part of the default battle system, the former must be designed and implemented in ways conforming to all the latter's essences. 6. Therefore point 2 -5 must be taken into account when designing the battle flow, which determines its implementation. 7. Finally, applying code qualities to the battle flow and further grasp its core characteristics, which eventually aid in thoroughly comprehending the battle flow. Only those code qualities I think have anything special and important when it's applied to the battle flow will be mentioned. I'll start to talk about the contents in the upcoming replies in this topic. For now, let's cite the detailed battle flowcharts as both a preparation on what I'm going to cover and a revision on what you're assumed to know already:
  22. battle TP Guard System

    Transform your TP-Gauge into a Guard Meter! The TP-Guard System adds functionality to TP to match the Guard mechanic found in Dragon Age: Inquisition. Dragon Age: Inquisition uses Guard as a second life bar that must be depleted first before it affects the character's actual HP. This script extends its uses to TP for that. It also rectifies certain qualms people have with the TP, adjusting its maximum value and manipulating percentage recovery. Added functionality allows you to add a notetag "<skip_guard>" to skills and items to skip the guard calculation so it directly affects the HP. This is perfect for switching up battles! TP may still be used as a battle resource. This script just expands on its uses. The script was inspired by DA:I as well as Mana Shields found in many other games. Demo: Terms of Use: For non-commercial use only! Email 'thecalimack@gmail.com' regarding commercial use of the script in your game. Always include "TheCaliMack" or "California Macky" AND "Maliki" if you decide to use this script in your game. Any variant of the script must have these Terms extended to it. That means you must use these Terms stated above as well as your own. Download the script from my RPG Maker blog: http://wp.me/p4HTa8-Z
  23. 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. Hey everyone, wanted to bring this up. when you are fighting in battle there's some space next to your hero for states. However, things start to get muddled when there are more then 2 states. For example, what if someone's attack is down, they are confused and silenced? It doesn't seem seem like there is enough room for all those icons. therefore, one of them does not show up (though it probably still applies. How would you good people handle this? Have you encountered this problem before? Thanks!
  25. I wanted to make another form of currency, how would i go about making a variable change after battle? Would I need a script? I went to the troops section and looked through list and conditions and there was no battle end or whatever, is there a way to go about it?
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