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Found 11 results

  1. W.M.K

    Map Atmosphere

    So I'm in the story where my character has to train up to lvl 10, then he can unlock a quest. So he goes to a Training Island where many battlers go as well. So, my question is: What kind of atmosphere should the map be like and what kind of challenges(e.g. Battlers, Monsters, etc) should he face? If you can help me out with this, I would really appreciate it. Thanks in Advance, W.M.K Game: Land of Calgwin™ Beta 0.2b Link: https://wmk.itch.io/land-of-calgwin-beta
  2. Battle backgrounds can be used to provide some sense of atmosphere. For example, if you're walking through a forest and you encounter an enemy, seeing some cute bunnies and trees in the background makes it feel like a forest. However, if you see dead bunnies and dying trees in the background, it feels much different. What happens if an enemy can cast a spell that will cause all of those bunnies and trees to die during battle? RPG Maker MV comes with an event command that allows you to change battlebacks. However, if you try to change battlebacks during battle, you'll notice that nothing happens. Instead, the change will only appear in the next battle. This plugin allows you to change battle backgrounds during battle. More information and downloads available at HimeWorks
  3. Hey! So for a boss in my game, I plan on it using skills that your party is weak to. I don't know how to go about doing this, but if you can help, that would be appreciated. Thanks!
  4. Do you want to add new enemies to battle, during the battle? This plugin provides you with a variety of commands that allow you to create more dynamic battles through enemy reinforcements. You can create enemy skills that will essentially summon new enemies to battle. Enemies can be added as a single enemy, or entire troops of enemies. Do you want to make sure a particular reinforcement does not already exist? With this plugin, methods are provided to allow you to check whether a certain enemy from a certain troop exists at a certain position. If you want reinforcements to automatically disappear after a certain amount of time has passed, you can easily do so by making a single command to remove all enemy reinforcements from another troop! More information and downloads are available at HimeWorks
  5. Knighterius

    Samurai Skills

    Hello everyone! So I was making skills for my samurai character and then got stumped on names for cool skills that he would execute. So I'd like to involve everyone here on the forums and see what cool skills you can come up with and names to go with them. ^~^ I think it'll be fun! Not to mention it helps me with my predicament.
  6. Hi, everyone. What I mean by this is that you get into a battle by touching an enemy sprite in a field or dungeon map. How should I bring back enemy sprites that are defeated? When should I do so? How should I vary battles so there is a good variety of encounters? Things like that, and any other consideration I haven't yet though of would help considerably! Thanks, all!
  7. Hey! So I am using Yanfly's Visual Battlers script and Yanfly's Battle Engine for a sideview battle. I wanted to know if/how to make an enemy battler using their respective sprites, such as Eric. Thanks!
  8. This idea suddenly pops in my mind and I want to discuss to you all if this is a good thing to implement and what other factors it can add to a certain situation in battle. Well the idea is simple: Characters can change Equipment even in the middle of the heat of battle to adapt to certain situations like: Resistances and Weaknesses The Equipment set for characters are: Main (Weapon either ranged or melee), Shield(Responsible for defense and resistance), For example: There are two types of Weaponry in my idea for yet another game *Ranged Weapons* -EX Shells (Explosive Shells) -AP Rounds (Armor Piercing Rounds) -LB Shots (Light Beam Shots) *Melee Weapons* -EX Blades (Exo Blades) -AP Rapiers (Armor Piercing Rapiers) -LB Daggers (Light Beam Daggers) and three types of Shields (Armor) -AEX Shield (Anti Explosive Shield) -AAP Shield (Anti Armor Piercing Shield) -ALB Shield (Anti Light Beam Shield) So the rule is simple, enemies have resistances to certain types (EX, AP, LB) and as well as their attacks and even some enemies change their resistances and weapons so players should also constantly adapt to the situation. By the way, this idea is for a futuristic war against humans and mysterious black entities called Geas. Is it a good idea? Any suggestions about it or any things you want to change? ^~^♥
  9. Nathan Pringle

    battles RPG Addictiveness (Part 1)

    Hey guys, so there's something that a lot of people ask about and that is how long battles should go for, and specifically boss battles. How long should the player have to play for? How many times should they fail before they succeed? First, let me get a bit sciency behind this. (skip to the second to last paragraph if you don't wanna learn sciency stuff) I was inspired to do this from a recent episode of an internet show called Game Theory (you should check them out if you've never heard of them. Some brilliant topics on there). Most RPG games revolve around the battling, and what strategy you should take when battling. Of course, there are puzzles and things like that, but I would argue that most RPG's revolve around the battles themselves, especially in any of the RPG Maker developed games. Now, let's put you in the players shoes right now. Have you ever been hooked on a game, wanting to play it over and over until you beat it? You probably want to recreate that feeling, right? You should. That should be everyones ultimate goal. The method I use is something I call the Story and Rewards method. I'll create something more in depth about Story at a later time, but for now, let's go over the entire concept of this method. When you play a game and you finish a level you feel yourself getting a reward of a chemical in your brain called dopamine. Dopamine is your happy chemical. When you first start playing a game and you watch yourself rush through the levels, that's dopamine making you feel all strong and powerful. You can't keep that forever though, because that's one of the most boring games, just slashing down everything you see without a second glance. But why is that? Why is it that when you start, you like feeling powerful, but when you have a game where you're only ever powerful, you find it boring? It's because of desensitization. When you keep getting dopamine from the same thing, you eventually stop getting the same amount of dopamine. You need something different to stimulate the dopamine to come back out. That's where the Story and Rewards come in. Now, let's go back to your experiences. You know when you keep dying on that boss (which is so totally unfair because they keep on killing your healer in one shot)? And then you get that build up of excitement when you are about to beat it? That's your dopamine building back up. When you eventually do beat it, your brain gives you a big surge of dopamine to feel better. But for some reason, that big surge keeps happening despite killing bosses over and over again... Why is that? Well, two reasons: 1 - You see yourself overcoming a challenge you've been working towards for a while. 2 - They alternate the Rewards with the Story. You see, you need a good story (again, I'll write a new one if you happen to want to use this strategy and don't know where to go with your story) to go with the battles. So, the way I generally do it, is I put a major part of the story after each boss battle. Now, that doesn't mean put 75% of your story after each battle. That's impossible. What that means is that you should put a cliffhanger at the end of every boss battle for your story. So, I'll give a little example. You just beat down the dark knight, and you finally see your princess. For half the game you've been looking for her and you're running up to her for a big kiss. You feel all excited because of the dopamine surge you just got, as well as the fact that the story is giving you a different source of dopamine. Then the bad guy comes in. You feel worried. Your character argues with him before he kicks you away and runs off with the princess. There's no more story progression after a couple lines about having to follow him and get him back. Then you're back adventuring. You generally have three sources of dopamine in games, which are the story, the dungeon/boss combo and the adventuring. By doing this, you have just satisfied two of the three major categories of dopamine in your players game, as well as left them wanting more from the story. They are now back adventuring, something which, if your dungeons are created correctly, they haven't done in a while. When you return to the story, your brain now actually gets more dopamine because it was left on the high note, but here's the kicker: if your player doesn't spend long in the dungeon/boss combo, they won't get the dopamine high leading up to the story, and your story won't be as effective as a result. So how do you get a good dungeon/boss combo? In the beginning, your dungeons should be quick, bosses should be easy. This gives them that invincible feeling, and don't get too big with the story. Say we're going for ten dungeons. After one or two dungeons, you should start making them difficult. Suddenly, the player who previously ransacked the spiders nest and made a species extinct is having to go against goblins, and then got defeated once or twice! Now it's on. After that dungeon, you should slightly ramp up the difficulty with each dungeon. Make them more puzzling while making the monsters and bosses more difficult to kill. Get the player more and more excited with the story at each stage, and at the end, make sure that they are really working for their grand finale. Personally, I find that my final dungeons take 30 minutes - 60 minutes to complete if playing non-stop, and that's not counting their final boss. Also, for a final boss, I personally wouldn't let them get away with just one. Make them get that burst of dopamine as your dark knight falls to the ground, but watch as it turns into even more determination as your dark knight turns into a ghost and puts even more on the line. Again, this is only one method of doing it, and there's no one correct way to do it. I, personally, like playing with the emotions of my players and that's the way my styling tends to move towards. Play around with this strategy and see if you like it. Again, I'll be posting another tutorial with the story part of this attached. Keep an eye out for it, because it will be having some pretty important information for this style. Read Part 2 Here: http://www.rpgmakervxace.net/topic/26209-rpg-addictiveness-part-2/
  10. MerlinCross

    What Battle System to use

    So I have this...., interesting idea that popped into my head. Its a game where you aren't the hero of the land, not the savior of the world, yadda yadda. No what you are is the manager of an Adventurer's Guild. So what's this have to do with the trouble in combat? Well lemme explain who the game would work. It would take a page from Recettear or other management games; End goal is build up enough gold or resources to clear the final check. Rather than going out and fighting yourself, the player would higher fighters, wizards, thieves and more to go questing for them and take a cut of the profits. When a quest is launched, the player sets up the team from their roster of adventurers and controls them in the quest. But then I got to battles and thought "how should I do this?". Recettear's combat in dungeons is more hacky slashy but I'd rather not do that(New to RPGmaker and would not like to make a game like that using this system). I came up with 2 ideas. Normal Combat and Tactical Combat. Normal Combat is basically what the game already has though maybe with more bells and whistles. Like Etrian or Wizardry. Tactical Combat would play out morel like Fire Emblem or the Arc the Lad series, with players having a squad of characters to clear out a floor or a section of the floor before moving to the next one. Honestly, I'm unsure how to do combat with the idea I have. I mean I could take it out completely and try to make the game give you a percentage success or failure based on class, gear, and level. But I'd rather not(AND not just because of all the work it would take to give a % value to everything). Thoughts?
  11. McTricky

    Element Shifting Bosses

    So today, I happened to be on YouTube watching the . It's a popular boss fight amongst players and non-players, though I'm not sure whether it's because of the strategy involved or because of the music. As I was watching the boss fight, I started thinking about how I could replicate something like that in Ace, minus all the aesthetic candy. For those not familiar, the Seymour Omnis fight basically involves elemental switching. Seymour has 4 circular glyphs each with four coloured node at 4 sides of each glyph. The colours represented the primary elements of the game (in order): Red (Fire), (Light Blue) Ice, (Yellow) Thunder and (Dark Blue) Water. What ever colour node was aligned would be the magic he'd cast, and he'd cast this FOUR TIMES. He'd also absorb the element if used against him, and would be vulnerable to the opposite element. Each time a magic of a certain element was used, Seymour would automatically rotate the glyphs behind him so that the nodes that were aligned would the next element in line. For example, if the all the nodes aligned were red, then he'd be casting Firaga (the game's highest tier Fire spell) four times, whilst absorbing any Fire attacks flung at him, and would take heavy damage from Ice attacks. If Ice were to be used at this point he'd switch over the nodes so that the light blue ones were aligned, making him use Ice attacks and be weak against Fire. It's important to note that what I'm about to explain here may not be an exact replica of how the Seymour Omnis fight works, mainly because I haven't played the game myself in a long time, and I'm not particularly sure if what I just explained is how the battle actually works. That was just from one observation. None the less, this tutorial will teach you how to make a boss that will change it's elemental attributes upon being hit with a certain element. WHAT YOU WILL NEED: - RPG Maker VX Ace, of course. - Victor Engine - Element States (by Victor Sant) - Victor Engine - Enemy Attack Conditions (by Victor Sant) - Yanfly Engine Ace - Element Absorb (by Yanfly) [Optional] - Knowledge in notetagging. - Ability to follow instructions well. PREPARATIONS: Now for starters we will need to download Victor's Element States and Enemy Attack Conditions scripts as this wasn't possible (for me at least) without those two scripts. Place them where they need to be. I personally have Victor's scripts above everything, and Yanfly's scripts below his. Though, if you experience any problems with Element States, such as states not being applied when they're hit with the element, if you're using Yanfly's Lunatic Damage script, place it under that script. Next we will need to set up your elements. Elements would be found in the top left box under the System tab of the database. You would probably have all your elements there already. With the first two being Physical and Magical and the rest being the actual elements. Whenever I mention Element IDs, remember to refer back to this. Now head to the States tab. For this tutorial we're going to utilize Fire, Ice, Thunder and Water as our 4 primary elements. (Fire vs Ice, Thunder vs Water). So what we're going to do is make 4 new states, one for each element. Name them '[Element] Alignment' ([Element] being...the element or attribute xD). Or you can name them whatever, but just know which one is which. Now leave the main settings blank, but in the Traits section, under Attribute Efficiency, put [Element] as *200%. So for example, for the 'Fire Alignment' state, in the trait section I would be put under Attribute Efficiency, Ice, *200%. Doing this will make the battler with this take twice the damage from Ice attacks when under the state. Do the same for the rest of these new states. OPTIONAL: If you have Yanfly's Absorb Element script, you can add this bit of code to each state's Note's section to make them absorb an element. <element absorb: x> x = the Element ID. So essentially, for Fire Alignment state, you want x to be the Element ID of whatever the Fire attribute is (by default it should be 3). ENEMY SETUP Here's where there's a lot of notetagging involved so try and bear with me here. Note that in the video of the Seymour Omnis fight that I watched, Seymour only quad-cast the magic element he was aligned to. He only used a Dispel spell on one occasion and an Ultima spell on one occasion (though this was used when a summon was out). Reason why I mention that is because this is where Victor's Enemy Attack Conditions script comes in. This script allows for a bit more flexibility regarding the conditions of enemy attacks and when they attack, whilst also bringing back some functions from RMXP. Now the idea is that the enemy is going to quadruple cast his elemental magic. So in the enemy's Traits section, put in Additional Actions as 100% and then do this another 2 times, so that you have 3 of them there in the Traits tab. This will make the enemy attack 4 times without fail. You can make this lower or higher if you want. <enemy action: x, y> conditions; </enemy action> X = the Skill ID Y = Skill rating/priority conditions = the condition that must be met for the skill to be used Refer to the script's instructions for more details at the script's header, however the condition we're going to be using is this one: state?(x) This will check if a certain state (x) is applied. So essentially, what we're going to put in the enemy's Notes section is this <enemy action: x, 10> state?(z) </enemy action> X = will be the elemental skill/magic the enemy will use 10 = this will set the priority rating to 10 making it so the enemy will use it for sure. Z = will be the state ID. You want this to be the state for the element she's going to use. So let's say X was 52 (by default this is Fire II). By putting this notetag in the enemy's Notes section, if the enemy has state z (whichever is your Fire Alignment state) applied, then Fire II will be used 4 times (because of the enemy's Trait settings we edited earlier) with a priority rating of 10. Make four of these. One for each element. By the end, you should have it so that when the enemy has any of the of '[Element] Alignment' states applied, the enemy would use the corresponding skill. Next it's time to work on making sure these states are applied correctly during battle with the Element States script. We're going to be using these two notetags. <element state add x: y> <element state remove x: y> X = Element ID Y = State ID With these we can contol which states stay on and which states go away. This is to prevent multiple different '[Element] Alignment' states piling on, making things awkward and silly...and wrong. This is where the notetagging gets a bit confusing so I'm gonna layout some ID examples of mine. Going by default, Element ID 3 = Fire, 4 = Ice, 5 = Thunder, 6 = Water. Going by my setup in my project, State ID 46 = Fire Alignment, 47 = Ice Alignment, 48 = Thunder Alignment, 49 = Water Alignment So let's say that our enemy is currently under the Water Alignment (State ID 49), and we attack with Thunder (Element ID 5). If I were to use use this notetag: <element state add 5: 48> We change the enemy's state to be under the Thunder Alignment. But what about the Water Alignment state? Won't that still be there? This is where I would use this notetag: <element state remove 5: 49> This would remove the Water Alignment state upon being hit with the Thunder element as well. Of course, we have to do this with the other element states as well. So in this case we'd have to remove State IDs 46 (fire) and 47 (ice) as well, just in case they were applied instead of State ID 49 (water). So using my own ID examples I'd have something like this: TROOP EVENTING I hope I've made some sort of sense so far. Feel free to comment if I haven't. Almost done here, and this section is partially optional. Everything should be set up to get the fight to work the way it should by now, but obviously we need to start the battle with the enemy already having one of the '[Element] Alignment' states applied. You can simply do that by using the Troop event page, and adding a Change Enemy State event command, so that the enemy has whichever element state you want applied. You could also randomize it a bit, by using a randomizer variable that will determine which element the enemy will start off aligned with. Victor Sant explains that by using his State Auto-Apply script, you can set it up so that a state will automatically be added to the start of a battle. Read his post for more details. And to be honest, it's all customizable from here, really. Even the way the battle works. With the right understanding, you can make it so that instead of a A vs B, C vs D, elemental system, you can have a A > B > C rock-paper-scissors sort of elemental system which would work great with this. FAQ I didn't understand a part of this tutorial! Please post in this thread with your concern and I'll try and clarify myself. I tend to get a bit long-winded in my explanations and sometimes they seem rather complex ><. I'm holding off making a demo unless there's like pandemonium and a desperate cry for one. I want my enemy to use another magic/skill/attack just once. I mentioned somewhere in this tutorial that in the video I watched of the Seymour Omnis fight, Seymour broke out of his element quad-casting routine and casted dispel once and Ultima once. I've not figured out the kinks just yet but if you want your enemy to be able to do this, then you can try putting the three 'Additional Attacks: 100%' traits in each of the '[Element] Alignment' states instead of them being on the enemy's traits. That way it'll only quad-cast the magic. Then to have the enemy cast something else, I can only think of manually removing the state(s) through events, allowing the enemy to use something else. OR you can Force Action it through the troop events and conditions. The scripts needed for this have bugs/incompatibility issues/etc! Essentially not my problem. The only problem I had was with Victor Engine - Element States, and that was an issue with Yanfly's Lunatic Damage scripts. I solved the problem by putting the Element States script under that. As for bugs please use Victor's Bug Report page and/or if you're using the optional Absorb Element script by Yanfly, use Yanfly/Archeia_Nessiah/Yami's Bug Fix Report page. This doesn't work exactly the way the Seymour Omnis fight did! Though I have played the game myself, that was years ago and this system was conceived after only one observation of the video I watched of the boss fight (had no internet soon after), so therefore there are things that are wrong/missing/different from the actual fight. But the main thing about this is the ability for enemies to change elements via being hit with an element. How do you make those glyph things from the Seymour Omnis fight? That isn't what this tutorial is for. Heck even I'm thinking about a way I could represent the elements visually. I'm not so good when it comes to graphical things and aesthetics in RM'ing. I'm using certain scripts that cause the name of the state to pop-up when it's afflicted! I would suggest leaving the state names blank in the database. That way, it won't pop up in battle and also this way, you can keep what elemental alignment the enemy has changed to a secret. There are simpler ways to go about this/I have something to add. Post it here, I'll add it to a certain part of the tutorial crediting you. THANKS Victor Sant - for his Element States and Enemy Action Condition scripts that made this possible and his contribution to the tutorial Yanfly - for extra options in adding an element absorb feature with his Element Absorb script Chaos-Avian - for helping me out and contributing ideas into making this work
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