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Found 12 results

  1. Last Updated: 4/30/2020 This library is meant so you post ideas about enemies, armors, weapons, actors, etc, and I will update this Library once a week. If you you see a category that the library is lacking, let me know. You can comment your ideas and then I will copy & paste them into our Library. Important Note: If you have a different version of what is already up here, you can still put it down and I'll still save it. Custom Class Rules Custom Classes Custom Skills Custom Weapons Rules Custom Weapons Custom Armor Rules Custom Armor Custom Items Custom States Custom Race Rules Custom Races Custom Enemy Rules Custom Enemies Custom Story Rules Custom Stories
  2. Architech88

    D&D style classes

    Hey folks, nice to meet you all. New member and first time poster here so apologies if this is the wrong section. Feel free to move to a more preferred section. I've been inspired to create a game based on a D&D campaign I'm currently playing in and was wondering if there was somewhere I could find class builds that accurately represent classes in D&D. Mainly for Barbarian, rogue, gunslinger and wizard classes? If there is no such place to find this info, would you kind people possibly educate me on how to create balanced classes to fit the requirements i need? Thanks for reading
  3. In RPG Maker MV, you have eight basic parameters to work with for your actorsMax HP max MP Attack Defense Magical Attack Magical Defense Agility Luck Parameters are managed for each class, and your actors' parameters are determined by their current level along with their current class. However, the only way to manage your parameters is through the editor, and the editor does not supportLevels beyond 99 Custom parameters that you would like to use in your game, if you have such a plugin This plugin provides you with a way to manage all of your parameters as external tables which you can edit using text editors like notepad, or more sophisticated spreadsheet software like Excel. You can set values for parameters individually for every level between 1 and 99, as well as levels beyond 99. You can also set values for any custom parameters that you may have in your game, though you would first need a plugin that provides custom parameter functionality. By maintaining your parameters externally, you should have more control over your game than before. More information and downloads available at HimeWorks
  4. I've been struggling trying to determine how much exp enemies and Bosses should be giving the player; using the default exp curve as a reference, does anyone have a good method on figuring out how much exp the player should get from enemies?
  5. Tsukihime

    Enemy Classes

    Would you like a better way to manage your enemies' parameters and skills? For example, if you have a plugin that gives you enemy levels, you could take advantage of using classes to determine what the enemy's parameters will be. This plugin allows you to assign classes to enemies. When an enemy has a class, all of their parameters will be based on what class and level they are. By default, they are assumed to be level 1. They will also inherit all of the class features. If no class is provided, they will just read from their own parameters as usual. More information and downloads available at HimeWorks You may be interested in the following plugins: Enemy Equips - add equips to your enemies!
  6. LordSquirrel

    RPGMaker Class Database

    Hello everyone, good day to you all. I have recently been thinking about how classes in RPGs, mostly how there is a hell of a lot of them, but I've also been wanting to come up with a new topic for this section of the forums, so I decided to come up with something of a group project: The RPGMaker Class Database! What is The RPGMaker Class Database(TRMCD for short)? Well, it's what it sounds like, a database here on the forums for people to post classes for others to use in their own games. I think this will be nice for anyone who has problems coming up with their own classes, or just want to use ones from other people on a short project and don't want to spend to much time coming up with stats, or strengths for certain classes. Rules: 1. You must include the following: -1a. Class name. -1b. Combat roles. (what they do in combat such as, Single target physical/magical damage, physical/magical defense, status effects, ect...) -1c. Strengths and weaknesses. (Things like elemental affinities, stat values - High, medium, low are fine, but you can give exact numbers if you want.) 2. Please nothing sexual, or offensive. This is a resource for everyone, let's not get trolly here. 3. Please don't double post a class. Class formatting: Class name: Combat roles: Strengths: Weaknesses: Stats: Additional information(Read the Additional Stuff section below): I'll start us off with three fairly basic classes. Warrior: Combat Roles: Single Target Physical Damage. Strengths: Half damage all physical attacks. Weakness: Ice, Electrical, Fire. Stats: -Medium Health points -Low Magic points -High Strength -Medium Defense -Low Magic Attack -Medium Magic Defense -Low Agility -Low Luck Thief: Combat Roles: Status Effects. Strengths: Electrical, Slashing attacks. Weakness: Fire, Blunt. Stats: -Medium Health points -Low Magic points -Low Strength -Medium Defense -Low Magic Attack -Low Magic Defense -High Agility -Medium Luck Wizards: Combat Roles: Group Magical Damage. Single Target Healing. Strengths: Fire, Ice, Electrical, Earth. Weakness: All Physical Attacks. Stats: -Low Health points -High Magic points -Low Strength -Low Defense -High Magic Attack -Medium Magic Defense -Low Agility -Medium Luck Additional Things: You can add on an "Additional Information" section to your class where you can add any additional information on the class that you want, such as backstory for the class (How you came up with it, where you got it, or what the backstory of it in your game's world), equipment, additional quirks, so on, so forth. If a class is meant to be a joke, maybe consider tagging it with (Joke) in the name. Just so people know ahead of time. Feel free to edit and change any class you find on this thread to better suit your game. Hope this gets big, I really think this will be helpful to people. Have fun, and be creative! Forum Member Classes: Warrior-like: Rogue-like: Wizard-like: -LS
  7. So, in my current project you get to decide your characters gender at the beginning and close to the start you also decide your class. My problem is that I have made classes for the other party members you come across in your journey and now have almost nothing new and exciting for the main character to choose unless I decide to give him/her the same choices that will already exist with the possible party members. Any fresh takes on classes you guys have or anything that could help me along would be very much appreciated.
  8. I ducked out of RPG maker for a while until I found an idea which I can use to learn RPG MAker in a non-commercial fashion. I'll talk about that elsewhere, but this particular project will be where I figure out the many systems and methods I'll use for my more official projects. This is the first one I'm going to need help with: You've probably heard of spell-learning systems where you learn a spell from not just a store, but also by books that you can find in the game. That's basically what I'm looking for: A spellcaster starts with a set of small spells, some of which do level up as you progress. But more spells need to be earned, either by a skill store (which is easy) and through books that are found in various quests--a quest reward no doubt--which the character reads and learns from there. (Which I might be needing some help in) For those who need to know beforehand, I use the Yanfly script set. Any and all information that'll help me will be greatly appreciated, and thanks in advance.
  9. So here are my current, still may be changed class ideas Warrior/melee branch : Stalled atm but looking for a way to go down multiple forms of this from a swordsmen, to a dual wielding swordsmen, an axmen to beserker, or an infantrymen(sword but medium gear, not heavy yet) to a knight(heavy gear) Holy/healer brancher: I'm actually asking for help here. I want it to be at least branched once, so one can either choose a mix of holy based magic or be a pure healer, or a mix of both going down one of those 3 branches ect.. Magic branch : http://oi59.tinypic.com/20rk8eq.jpg Ranger branch : http://oi58.tinypic.com/2mg4hew.jpg Shadow branch: http://oi60.tinypic.com/2hxwzsw.jpg I feel its incomplete, but many suggestions would be wonderful. Just passing this idea along, does this catch anyone's eye? I mean I've always found, in many medieval RPG such as fire emblem, the classes just seemed... so straight forward and ends too quickly. I'm going to be giving people the full on option to choose which branch, go down what one they want for their hero, and all of their followers(once I figure out how to bring more than 4 into a battle) I've been writing a script for it at least. That way they could have their entire rpg style of play they want using the 6 characters you've able to obtain at once. I will be allowing up to 50 followers, which are when you dismiss them, they will go back to get picked back up. so you can only bring in 6 to combat with you, but have 50 available. So can you imagine, you want to play the game, with an entire warrior class line up, an army. Or hey, bring in an entire group of shinobi, maybe you're a mage's guild and your a wandering pack of mages, or hey you could be that rag tag group of mix, have multiple different classes from branches all around. There are some mounted units too, such as the scout and bowknight, as well as the mage knight. Will also be making 2-3 mounting units in the warrior branch. Which brings me to my next idea. Mounts are an item. An equippable item using Fomar's equipment slot script, and a script I'm writing to add onto a protocol for unit walkabout being changed based on if you select the horse.(I may have to scrap that idea, because with actor creation, that is currently...way too many. I have right now 110 faces, and 110 bodies to choose from right from creation) all in all, is what I am doing too much? Too overwhelming for the player? Or is this the kind of full on large customization able gameplay people would want? Does it draw anyone's attention? Or should I rehaul my entire idea.
  10. AnxiousMonkey

    Betraying the Class System

    I was just wondering if people are happy with the standard class system, and how they feel about a different version of it. This post will have two paragraphs, One explaining my idea on how to improve upon the class system, and another to explain what I'm going to do with the current placement of the classes in the database. Also I talk too much, feel free to skip around to the important parts. The explanation of the class system is in the first paragraph, halfway in to line 3. Another important part is halfway through line 7. I was dissatisfied with the current class system, how you just get skills by leveling up, and not really much else. This mainly came from an incident I had where I had a skill using a class transformation script (It allows states to apply a class transformation, I'll explain just how useful that is in the next paragraph) to transform the user in to a crystal golem. Unfortunately, when I transformed back, I had noticed that all the skills I had learned from leveling up were gone. It was probably a minor bug, but regardless, it gave inspiration for a new system. The new system makes the class section irrelevant, it replaces helmets or headgear with a Soul. The Soul cannot be unequipped, is selected for the single actor (it can work for 2), and is upgraded by visiting an elder. At a certain level, the elder will upgrade your soul. Souls give minor stat modifiers and teach you abilities. These replace the current class system, they would be like a class in a normal game, you upgrade them every few levels. It will cost a decent sum of gold to upgrade, as well as some rare items. At level 30 (the final soul upgrade), all learned spells/skills are replaced by a more relevant to the upgraded class version, or simply a better version. Example: Sorcerer goes in to Archmage, Sorcerer's flame weapon which provides a chance to burn them on hit, and bonus damage, is replaced by Archmage's knowledge of Soul magic. This knowledge is used in soul weapon, which provides both physical and magical lifesteal, bonus damage and magic damage. The soul's skills will not be offensive abilities that deal direct damage, except perhaps 1 or 2 throughout the classes. Weapons will provide basic attacks, which vary from weapon to weapon thanks to one of the best scripts ever, Guarding abilities, and other offensive abilities. Weapons will give a passive boost at +4, and offensive abilities from +1 to +5 (+0 is the basic attack). Weapons are upgraded on a crafting system, and at +5 they get a finisher that usually ties in with one of their other abilities. The current classes will be used for visuals. Using a script for animated battlers (All of my scripts mentioned can be found below), different weapons will have different visuals, in essence, Visual Equip. Each actor will represent a different class, Warrior Defender Sorcerer and Cleric, and each of those can be any of the 12 classes for the 12 weapons. This also allows for visual class transformations as well, so using a large series of variables, if a sorcerer uses flame weapon on his own sword or any other weapon of his, it will be a class transformation in to Flaming Longsword from the class Longsword. This would change the entire spritesheet, from the idle sword having flaming particle effects to the basic attack having a fire slash effect to it. This is a bit of a rant at this point, talking about myself as it stands, sorry about that. But it's an idea where items will dictate the abilities a character has, and you will have to really dedicate yourself to a build, while still having a chance to change it. I posted it because I haven't really seen it anywhere, and I'd like to know public opinion on the idea. Scripts Mentioned: Transformation Stats by Fomar - http://www.rpgmakervxace.net/topic/1601-transformation-states/ Convert Damage (Lifesteal) by Yanfly - http://rpgmaker.net/scripts/117/ Animated Battlers by Jet - http://www.rpgmakervxace.net/topic/500-animated-battlers/
  11. I'm also covering SIC on my blog at Pixel Brady Pixel Brady: Scima Invasion Crew, lazily titled by breeding Sci-Fi and fantasy magic into the system, is a short repeatable game based around a small crew of specialists who invade a rebel base to save the world or some such. Truthfully there's not really much of a story! Play now? v1.2 is out now and can be downloaded from Mediafire. Playtime? Each playthrough clocks around 30~40 mins on average (at least during the test runs) but with three routes to the end and ten classes to pick from (as well as passwords to unlock extra features after completing a run) it's designed to be playable more than once! Features, you ask? Sci-Fi & Magic! Handguns, grenades, combat specialists and magicians all wrapped up together in a mission to punch through an evil base! Simple maps, simple graphics, simple story. It's a simple game with simple mechanics. Sounds boring maybe, but that's part of the point; to just be able to dive right in and play with class combinations! No free recovery points or Inns to stay at. You need to rely entirely on your crew and any supplies you find. You begin with plenty of supplies but they start running out as the enemies get stronger! Conservation is key! No levels! Your crew is always stronger and better than any baddies you find (except bosses!) so your only worry is supply attrition; can you save all your best stuff for the bosses? Ten available classes to mix, match and combine into your crew. With eight common skills between everyone and four unique skills per class, there's plenty of tactical differences between using each class. All skills have unique and varied damage calculations which are shown in the descriptions for you to accurately and tactically decide which skills are best used at any given time. Permanent death! Losing someone hurts your chances of completing the mission, but airlocks across the base allow you a chance to request backup from four other crew members waiting to aid you! Three different paths leading to the bases inexplicable core. Each path can be backtracked and taken (if you want) to give you different bosses and paths to take when trying different class combos. Unlockable Boss Rush Mode! Fight every boss in the game in direct succession with no ammo refills, no backup calls and no breathing time between! Unlockable Survival Mode! Fight an endless supply of baddies with random bosses mixed in! Three optional bosses who make even the General look like a miniboss! Oh no! Screenies? Oh, it was Details you wanted? It's a simple game based off a simple concept I wanted to try implementing. There's literally more tutorial textboxes than there are dialogue/story, as that was never really a part of it. I liked the idea of seeing sci-fi and fantasy magic put together (which is something I rarely see) but wasn't as interested in story as the concept itself. It also helped with the skills, as I mixed together "tech points" (a victor script) and mp use. Between the ten classes who have their own skilltrees, everyone has a various mix of skills utilising both of them to different degrees. By then putting unique damage calcs to each skill that involved a mixture of stats, and then limiting ammo boxes and mp tonics, it forces you to tactically decide which skills to use when, so you always have some left over for the boss. These classes include a Marine who uses firearms to attack. These weapons do very strict damage that's modified only by an enemies defence. They target single enemies, while Grenadiers will use explosives that target everyone. There's also a Healer who uses magic that heals based both on their magic attack, but the targets own magic stats as well. Healers use magic to heal whole groups at once, while Medics use single target heal and buffs that (non-magically) deal strict amounts rather than stat based. The rest of the game? The mapping is uninspired visually, although the game as a whole is mapped out in such a way that there are three separate routes to the boss (with backtracking possible) so I just spent more time actually planning routes than trying to prettify it. I kept one tileset throughout the whole game, but made an effort to change the basic visual look after every couple of bosses. But besides that; you can save anywhere, death is a permanent feature so you have to conserve even peoples lives, but every so often you'll find an airlock where you can request up to four more people to come and help you. Most importantly is just the cute, chibi battle appearance! So harmless looking, but I think it goes well Anyhoo, blether over. Credits?
  12. So in my game I feel like letting my players have the freedom to craft their character how they want, I realize that this would be a little difficult to balance in the ways of stats and abilities, like for instance what if the first few areas don't have many or any magic spells to acquire but they have plenty of melee related abilities and my player doesn't want to play as melee. I think it shouldn't be to hard to balance this kind of thing, I'v got a few ideas in mind on how to work this in with a nice balance. Really I just want to know peoples opinions on class-less characters, granted the character has a "class" but i'v just named it Player and given it the ability to equip anything and have Special/Magic. I want my game to be more about freedom, customization and exploration so I feel that this would compliment it well if I can pull it off correctly.
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