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Found 34 results

  1. Online Database System by efeberk Version : 1.0.5 Introduction It will enable player interacts with your MYSQL database. So players can have accounts or you can create some ranking tables or you can make a mailing system that players can send message to another player etc... I can give many samples. And I prepared a useful demo that introduce you how does ODS work exactly. Actually It is not like MMO script, doesn't require any machine that must be open 24h. I made a photo about procedure with my newbie design I used php + mysql but I don't say that you must use them. You can use asp.net + access database of course because this script just requesting(GET) to the webpages. I said GET because I didn't make a script for posting. But php has a parameter like $_GET so it works like posting datas Also I recorded a video that how to install this system to your hosting + your game. You need to have a hosting (free or paid) to store database and php files. I don't support free webhostings because they putting their ads on your php files. So it will cause of some errors on game. Let's see in the video: Video has been blocked for a while. Also I made many systems these you know on some MMORPG games. They are: Login / Register Ranking Table - Players racing Guild System - Players cooperating Couple System - Players flirting Rental Shops - Players gaining Bazaar System - Players trading I also added a location API that finds your real country when you talk with a guy ;p Try it on demo. You don't need to use custom scripts on your games. I just prepared them to show you what can you do with this system. Core scripts work on all RGSS version but custom scripts are only work on RGSS3. There is a guide about SQL injection in scripts. Look this in the demo. Core + Custom scripts won't effect your base scripts. I mean if you are using Tanketai SBS or Gubid's TBS(actually I didn't try), it won't be problem I think. But I don't say with %100. So any problems/errors/bugs can be posted on this thread. Core Script ( I prefer play demo to understand something) Screenshots(12) Known bugs Download Demo(Opened) : https://www.mediafire.com/?t8x0y9bfu6icba3 Download Demo(Compiled) : Not available
  2. PinkLoverGames

    Damage Formula Help!

    Hello! I am trying to create a skill In RPG Maker VX Ace that does less damage if the target is poisoned, but I can't seem to get it to work right. I tried looking around on google, too, but I didn't find anything useful that would help me. This is the damage formula I have so far: if b.state?(2) a.atk - b.def else 25 + (a.atk * 2) - b.def And this is how I have the skill set up: Can anyone help me with this? I'm completely lost...
  3. Hey everyone, I'm looking for someone that is comfortable working with small numbers and Yanfly's Armor Scaling plugin. Although not a personal project, all of the main story dialogue has been written and a third of the game is already completed. If you chose to take the position, your job will be to balance the battle system so strategy and exploiting weaknesses are the key factors. In return for your help I can offer eventing help, writing, proof reading, editing, or translations from Spanish to English. To show that I do have actual work done, here are some screenshots: Some details about the battle mechanics:
  4. In my game you can equip multiple accessories, I am going for something like FF6's relic system. There is an accessory that gives you the ability to dual wield weapons and an accessory that boosts your attack in exchange for losing your ability to use a shield. However since characters have multiple accessory slots they can equip both of these accessories at the same time and seal shield does not affect the Weapon 2 slot, allowing the character to dual wield and gain the Two Handed attack bonus at the same time. So I need a way of making it so that either you can only equip one of them at a time or making it so that the accessory that seals shields also seals the weapon 2 slot. I have already looked into making each accessory slot a different armor type using Yanfly's Equip Engine(which I also used to give the character's multiple accessory slots in the first place), which works alright but isn't exactly what I prefer to do, so I was hoping there is a way to solve this problem without doing that.
  5. Today while doing Battle Tests I encountered an error message reading "Unable to find file: Graphics/Battlers/Slime-Spritesheet" while running a basic battle with the default Slime battler. The strange thing about this is, it was working fine last night. This error occurs with every enemy in the database. While under the Enemies tab I can select battler pictures from my resources and the image appears fine. The image even appears correctly under the Troops tab. The issue is with Battle Tests. I figured this problem was from a script I installed last night called Animated Enemies by Rhyme. Battle Test worked fine last night, with custom battlers and default characters.The script wasn't making any difference though so I removed it. Now, with the script gone Battle Test don't work anymore. Things I've tried but still encounter the issue with: 1. Removing all battle related scripts 2. Adding a custom spritesheet named Slime-Spritesheet under Graphics/Battlers If anyone has any ideas how to fix this, please let me know. Any suggestions would be greatly appreciated!
  6. 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
  7. Tsukihime

    Party Manager

    In RPG Maker, you have a “partyâ€. A party consists of a group of actors, an inventory of items, weapons, armors, and gold, and potentially some other information related to this group. By default, you only have one party, which is what the player will control throughout the game. This plugin provides functionality for working with additional parties. 1. You can create new parties. Separate parties can be used to represent different characters in your game. Each character may have their own set of followers and inventories as the story progresses. 2. You can switch between parties. If your story switches from one character to another and you would like to keep their location, characters, inventories, and other party-related information, you can simply switch to a new party instead. You could even switch between parties in real-time on the same map to build additional mechanics related to multiple party control. 3. You can merge parties. By merging parties, you can have different parties come together as one large party. All of the members, inventories, and other information will be merged together. These are the three basic functions that you can use to design your game using the Party Manager. Additional functionally will be provided over-time as they are developed. More information and downloads available at HimeWorks
  8. Here's the concept: 'Glass Shield' - 1 ally gains an aura that protects them from a state. After a state is blocked, the shield shatters. Basically, a pre-emptive buff that dispels 1 state. If someone would be kind enough to help me figure out if this is even possible, and if so, how to go about creating it, that would be swell, as I'm at my wit's end after having just spent the past 14 hours attempt to get another one of my "brilliant" skill ideas to work, to no avail. Much appreciated, and thank you kindly in advance! -Jo I'm going to get more coffee.
  9. Hi there, I've recently discovered that my items that are supposed to completely recover a character/the whole party (like Final Fantasy's Elixir and Megalixir) don't work on dead characters... I've set the items to remove Death and all other statuses, and restore 100% HP and MP, but I can only get it to work on either ONLY living characters, or ONLY dead characters. Any ideas how I might get around that? Preferably without a script, but willing to use one if that's the only way. Thanks for your time!
  10. Hello! So I was working on my first game and I ran into something that I didn't know how to really fix. When I looked around I couldn't find my answer either so here it is. Basically, my game has 2 main parties of characters that act at different times in the story. What I wanted to know is how to make it so when I'm play as Character A, I don't have items from Character B and the same way around. Is there something I can do so only Character A will have his items and Character B will have his items? If you need any more information then let me know. Thanks!
  11. All items and skills in RPG Maker come with additional “effectsâ€. Effects include gaining HP, learning a skill, gaining a buff in a parameter, or running a common event. However, what if you would like a skill to do something that isn’t provided by default? You could use the damage formula, but what if you would like to create conditions on those effects? You could include those conditions in the formula as well, but the problem here is you may end up with a very complex damage formula. Instead of using the damage formula for everything, you can create custom effects that support formulas. If you already knew how to write the formula, then you can just move it from the damage formula into this formula effect. Because a formula effect is just another effect, it supports other plugins that work with effects, such as Effect Conditions, which allows you to determine whether an effect should be executed based on a condition. More information and downloads are available at HimeWorks Free for use in Commercial and Non-Commercial games
  12. Hello everyone, I need a hand with something. I want to make a game only using HP and magic, so the protagonist only has three bars: HP, Protection and Magic. How can I do this? (Note: the stats are in spanish; PV = HP, PM = MP). (Remember; I only want HP, Protection and Magic to show) Or, at least, how can I make my character very weak at the start/hide the bars I don't want? I can't really figure it out. Also, is it possible to delete the "(X) Has Appeared!" message when a battle starts? I want it to start instantly. Thanks.
  13. Tsukihime

    Weapon Damage

    In RPG Maker, weapons can be equipped to actors. You can also equip them to enemies if you use plugins like Enemy Equips. Weapons can provide parameter bonuses like extra atk and agi, but you can't specify a damage value for the weapons themselves. For example, if you wanted to have the normal attack skill's damage value to be equal to the amount of damage dealt by the weapon, you would be unable to say this directly. You could say that the "atk" bonus from the weapon represents how much damage the weapon can do, but if you were to reference the actor's atk, you would be including any additional atk bonuses that aren't part of the weapon. This plugin allows you to define weapon damage formulas, which can be used in your skill formulas if necessary. By separating the weapon damage from your atk, you have more control over how your want your skills to be set up! More information and downloads available at HimeWorks Free for Commercial and Non-Commercial use
  14. lonequeso

    Map Limit?

    Quick question. Is there a limit to how many maps there can be in a single project?
  15. Element rates determine the multiplier effect on skill or item damage. For example, if you have 200% element rate towards fire, any fire damage inflicted against you will be 200% effective, or double the damage. Similarly, if you have 0% element rate towards fire, any fire damage inflifcted to you will be 0% effective, or result in no damage. However, what happens if you have negative element rates? This means that you will actually absorb the damage! -100% element rate towards fire would mean you would absorb all of the damage, while -50% element rate means you would absorb half of the damage. This plugin allows you to specify negative element rates. More information and downloads available at HimeWorks
  16. 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!
  17. Tsukihime

    Enemy Equips

    Do you have a game where players can visually see what enemies are using? For example, depending on what armor they wear, their appearance will change. Or perhaps you have a stealing mechanic that allows you to steal enemy weapons and armors, which would lower the enemy's strength and defense after those equips have been pilfered! This plugin provides you with the ability to give enemies equips. Enemies will receive all of the parameter bonuses and traits that the equip provides. If a skill requires a certain weapon type to be equipped, enemies must have the weapon in order to use the skill. More information and downloads available at HimeWorks
  18. RPG Maker MV allows you to create up to three item drops for an enemy. When the battle is over, the player may receive up to any of these 3 items. When you specify drops, you use something called a "denominator" probability, which is basically you specifying the chances of the item dropping as a fraction of 1. For example, if an item had a 1/2 chance to drop, then it has a 50% chance to drop. If an item had a 1/3 chance to drop, then it has a 33.33% chance to drop. Unfortunately, with this system, you could never have any probabilities in between. This plugin addresses two issues:You can specify more drops You can specify probability using percentages This should give you more flexibility when designing your enemies. Want more freedom when it comes to enemy drops? Give this plugin a try! More information and downloads are available at HimeWorks
  19. Tsukihime

    Random Repeats

    By default, RPG Maker allows you to have skills or items repeat a certain amount of times when you use them. For example, if you want an attack to always hit two times, you would set the "repeat" field to 2. However, what if you wanted to create a skill or item that will repeat a random number of times between a given range? This plugin gives you the ability to do just that quickly and easily! More information and downloads available at HimeWorks Original request by wrigty12
  20. I helped someone with this a few seconds ago. This does not require eventing. This is how you do it. State 1 = State to Target State 2 = State to Caster b.add_state(1); if b.state?(1); a.add_state(2); else; 0; end; damage formula There you go If you want it to be done by chance, I suggest using this: Let's say you want a 60% chance for states to work rand(100) <= 60 ? b.add_state(1); if b.state?(1); a.add_state(2); else; 0; end; damage formula Any questions or problems?
  21. I hate to be a bother two times in the same day, lol, but I've been looking around and while I've been able to find permanent Banish-type states and skills, I'm not having much luck finding something that removes an actor or enemy from battle only temporarily. When applied by a skill or item, the state would, ideally, "blow" the actor or enemy away for a couple rounds, and they couldn't engage in battle until they got back. They couldn't use any attacks, skills, or items obviously, and they could not be targeted by enemies for attack or allies for healing or item use. Better yet, if the battler could have their name or image entirely removed from battle until they returned, that would be PERFECT. I know this is kind of a specific request, but any knowledge that could point me in the right direction would be very much appreciated. I'm no scripter and while I've a fair understanding of the program itself, I'm no expert. Thanks in advance to anyone who can provide any sort of guidance!
  22. Hello, I've been looking all over trying to come up with a solution to my problem but have so far come up empty handed. What I'm looking for is help with a problem I'm having. To begin, I have 3 states I'm dealing with at the moment: Drenched, Burning, and Frozen. What I want to achieve with these states, outside of their individual effects on the actor or enemy, goes like so: - If you're Burning, and you become Frozen, both Frozen and Burning are removed. - If you are Frozen and you become Burning, both Frozen and Burning are removed and you become Drenched. Then, obviously if you become Drenched while Burning you are extinguished, and you can't become Drenched while Frozen, but I've already gotten that stuff taken care of, it's simple enough. Can anyone here help me out? Am I overlooking something silly? ( I probably am, but I'd still like to be pointed in the right direction, please!)
  23. (Protip: Read this in TryHardNinja's voice) So yeah, Maki here~ I have a question, though! So, I was designing an enemy with this stat: Dark Hero HP: 1400 MP: 250 ATK: 15 / MAT: 10 DEF: 10 / MDF: 5 AGI: 12 / LUK: 7 Fire 10% / Ice 10% / Lightning 10% / Physical 10% Yes, that's nigh invincible because I planned that the killing tactic was to wait until Turn 3, where he will cast a Skill that would raise its ATK and give extra attack, but change its Fir/Ice/Lit Attribute to 190% each and Phys to 100%, while also dropping his DEF to 10%; said Skill, with its State: Dark Soul Inflicts the "Dark Soul State" Dark Soul (State) Features: ATK: 150% DEF: 10% Fir / Ice / Lit: 190% Phys: 100% Atk+: 1 I tried to test battle him. At first, it worked fine (My Physical skills are nulled, while the Elemental magics only do single digit damage.) However, even after using the Dark Soul skill, my attacks and skills still do damage around the same amount as when he's still nigh invulnerable. That's why I'm asking this question: Does RMVXA has a "Priority" layer that I didn't know of? (As in, Enemy Feature takes priority over State Feature, etc.) I've tried the following things: 1. Checking if the Skill actually apply the State/apply the correct State (Yes, it does) 2. Checking if the param modifier are correct (Yes, they are) 3. Checking if there are overlooked skill attributes (Hit Type, Success Rate, etc.) (Everything seems normal) So, anyone could help me with this? Is there something I missed? / did wrong? If more details are needed, I'll offer them ASAP. Thank you for reading, Maki13
  24. charlesthehurst

    Charlesthehurst's Mechanics Demo

    DEMO LINK: https://www.dropbox.com/sh/ln0ncans8jz64n6/AAD8rO45tFPydaaDKkiiOWE5a?dl=0 This is a demo that I will hopefully add onto in the future, but I will go ahead and post what I have now so far. This demo includes 10 or so mechanics using the engine. Some are puzzle mechanics, some are system mechanics. There is at least one that is just a basic mechanic that can be used and expanded upon. At the top left corner of each map there is a Comment event that gives a brief description of what the events are all doing. Please look at each event on the map to see how they were setup. Included in the database is 50 pre-made animations for use with skills items or whatever else you want. These animations use only the basic RTP graphics. Several are repeats of similar concepts. Feel free to use as you see fit. There is an event graphic I created for use with one of the event demos. Feel free to use this graphic with credit to me. You will be able to find it in my resource thread. If you have any questions regarding the demo, feel free to comment below. BONUS Tutorial: Instead of using the resource manager, you can directly import graphics into your project by copy and pasting them into the correct folder in you Game Project's graphics folder. This allows you to bypass picking a transparent color.
  25. Kayzee

    Simple Database

    Here is a fixed up version of my NPC Database script with some changes and a bit of documentation. May have to fix this up a bit more later though.
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