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Found 8 results

  1. Is there a way to enable/desable bush effect? bush effect is inside: database/tilesets/ I dont use tilesets but parallax picture as a map.. so i cant call it properly with terrain tag.. and i need a script
  2. http://yanfly.moe/2015/12/25/yep-50-buffs-states-core/ Go to 6:22 in the video so you'll know what I'm asking about. Does anyone know the syntax that would force the actor who has a state (that lasts a few turns) to perform a skill/action when said state expires? (This would be like a curse state, that kills the actor when it expires) And, similarly, syntax that would have a chance (let's say 50%) of forcing the actor with said state to perform a skill/action upon their turn starting, before their chosen action/skill? (this would be used like confusion in Pokemon. 50% actor will get a state that prevents them from acting that turn)
  3. In my game, the player enters a dark room and picks up a lantern. After she picks the lantern up I made the screen tint so that it's lighter, but I was wondering if there was a way to make it so that the whole screen flickers? I'd prefer not to use a script but I will if theres no other option, I'll just need a very detailed explanation on how to use it since I'm a total noob with scripts haha
  4. Hi, can anyone help me add traits/effects to item from code? I'm trying: item.effects.push({"code": 12, "dataId": 2, "value": 50}); but its set mp recover to NaN
  5. I don't so much need a script as I need help figuring out where in the .js files to start. I am trying to make it so that when I use a skill that has a common event as an effect, the common event runs first, and THEN the actual skill. For instance, if I create a summoning skill called "Ifrit", and I set the effect to a common event to show pictures, it would do the damage and then show a picture. Instead I would like to run the common event first, to show the picture first and then finish with an animation and damage.
  6. MinisterJay

    The Swarm Effect!

    How can a fairy take down a ten foot tall ogre? Is that even possible? I don't think so. Maybe with four? That is still hard to imagine. What if each fairy adds more health to the other fairies? Let's also have the fighters add some ATK to the others, and spell casters add to the MAT. Each specialized fairy adds a little something to the whole group. Four, why have only four? Let's get seven of them for an ogre. That would make a Swarm. What if we put eight of them... Whoa, that's a spoiler. Using Ellye's Combat Interface to get the additional fairies in battle. Using Swarm Effect: http://www.rpgmakervxace.net/topic/28008-how-to-create-a-swarm-effect/#entry195210 There is another developing part of the Swarm Effect. When there are more than four fairies, in the party, the main character's class is effected.
  7. MinisterJay

    How to Create a Swarm Effect

    I decided to let fairies, in my current project have a swarm effect. What is a swarm effect? Each additional fairy adds more HP to previous existing fairies. It works with other parameters too. I created a common event called: Swarm. Thanks to Galv, I have tested different conditions for the Swarm Event. To keep it simple, the swarm size in this example is three. The three members are Elder Commander, Elder Archer, and Elder Ice. We will be focusing on just adding the Swarm Effect regarding the Elder Archer, in this example. Create a Common Event, and name it Swarm. Double click the @>, in Contents window. In the Event Commands, in Flow Control, select Conditional Branch, select the 2nd tab, choose the actor, and select In the Party. (Elder Archer) Make sure 'Set handling when conditions do not apply' is checked. Press OK. What we are doing here is checking if the actor (Elder Archer) is currently part of the party. You will be now back to the Common Events windows. We will take care of the Else Condition first. What we will be doing is checking to see if the actor (Elder Archer) is functioning and being part of the party, but is not currently part of the party. Double click the @> below the Else, in the Contents window. In the Event Commands, in Flow Control, select Conditional Branch, on the 1st tab, select Switch and press the ... find a free number (I chose 11), and name it (I chose ArcherIn). This switch designates if this particular actor is in the party or not. Double click the @> below the conditional branch just created, in the Contents window. In the Event Commands, in Actor, select Change Parameters. Select desired actor (Elder Commander), For Parameter scroll to MHP. For Operation select Decrease. For Operand input a number (I chose 15, since 15 is how much it was increased). Hit OK. Repeat this procedure for remaining party members. NOTE: Do not put the conditioned party member (Elder Archer) in this part. The do not get Swarm Effect penalties or bonuses for their own selves. After doing the last actor, double click on the next @>. In the Event Commands, in Actor, select Change HP. For Actor, select Entire Party. For Operation select Decrease. For Operand input a number (I chose 15, since 15 is how much it was increased). Note: Make sure to select Allow Knockout, near the bottom. We put this so if the subtraction result for HP goes below 1, the fairy will not die, as a result of a swarm member dying. Hit OK. Since the actor, Elder Archer is not part of the party, at this time, we want to make sure that the ArcherIn Switch is OFF. Double click on the next available @>. In the Event Commands, in Game progression, select Control Switches. When the Control Switch window appears press the ... in the Single column. Finder the item number used (11 was previously chosen, and now reads ArcherIn). Double click it. Now select Off in the Operation section, and hit OK. This previous section of the Swarm Effect handled the condition of handling the actor not being part of the party, but was previously part, and no longer part, of the party. We are now working at the top of the Contents window section. Double click the @> just below the first Conditional Branch. In this example it reads: Conditional Branch: [Elder Archer] is in the Party. In Contents window. In the Event Commands, in Flow Control, select Conditional Branch, select the 2nd tab, choose the actor, and select In the Party. (Elder Archer) Make sure 'Set handling when conditions do not apply is checked. Press OK. What we are doing here is checking if the actor (Elder Archer) is currently part of the party. This is exactly the same as when we did the previous conditional branch. Do not put anything in the @> just below this conditional branch. What this does is that if the ArcherIn switch is already on, it will do nothing. That way, we do not continually add the same bonuses, over and over and over, every time the Swarm Effect is selected. Instead we are going to work with the Else part of this conditional branch, as highlighted below. Double click the @> below the conditional branch just created, in the Contents window. In the Event Commands, in Actor, select Change Parameters. Select desired actor (Elder Commander), For Parameter scroll to MHP. For Operation select Increase. For Operand input a number (I chose 15). Hit OK. Repeat this procedure for remaining party members. NOTE: Do not put the conditioned party member (Elder Archer) in this part. The do not get Swarm Effect penalties or bonuses for their own selves. After doing the last actor, double click on the next @>. In the Event Commands, in Actor, select Change HP. For Actor, select Entire Party. For Operation select Increase. For Operand input a number (I chose 15.). Hit OK. Since the actor, Elder Archer is part of the party, at this time, we want to make sure that the ArcherIn Switch is ON. Double click on the next available @>. In the Event Commands, in Game progression, select Control Switches. When the Control Switch window appears press the ... in the Single column. Finder the item number used (11 was previously chosen, and now reads ArcherIn). Double click it. Now select On in the Operation section, and hit OK. This completes the Swarm Effect. I recommend putting this Common Event just before any Battle Processing event. Now we will focus, on what to do if a party member died in the previous battle. We will create a new Common Event. I named this one Swarm Death. Double click the @>, in Contents window. In the Event Commands, in Flow Control, select Conditional Branch, select the 2nd tab, choose the actor, and select the State option. Select Death, which is the default. Make sure 'Set handling when conditions do not apply' is checked. Hit OK. Just below this conditional branch, double click the @>. Since the actor, Elder Archer, died, we want to make sure that the ArcherIn Switch is OFF. Double click on the next available @>. In the Event Commands, in Game progression, select Control Switches. When the Control Switch window appears press the ... in the Single column. Finder the item number used (11 was previously chosen). Double click it. Now select Off in the Operation section, and hit OK. Double click on the next @>. In the Event Commands, in Actor, select Change Parameters. Select desired actor (Elder Commander), For Parameter scroll to MHP. For Operation select Decrease. For Operand input a number (I chose 15, since 15 is how much it was increased). Hit OK. Do same for each additional party member, but do not include swarm member that just died. After doing the last actor, double click on the next @>. In the Event Commands, in Actor, select Change HP. For Actor, select Entire Party. For Operation select Decrease. For Operand input a number (I chose 15, since 15 is how much it was increased). Note: Make sure to select Allow Knockout, near the bottom. We put this so if the subtraction result for HP goes below 1, the fairy will not die, as a result of a swarm member dying. Hit OK. I recommend putting the Common Event: SwarmDeath just after a battle processing. I have tested the swarm member dying and also the swarm member leaving. Both came back with desired results, of other swarm members losing the swarm benefits gained. I appreciate if any see some shortcomings I may have missed. Thanks, Jay
  8. Hi everyone, how ya going? Not sure if this is the right place but I am pretty sure it is. So I just finished my first tile ever. It is a grass tile. I am looking for criticism and possibly a way to fix the possible grid effect (I can't really tell so can someone confirm/deny?) Thank you in advanced for your thoughts and opinions UPDATE: Is this a good fix?
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