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Found 10 results

  1. Hello, hello, heellloooo guys! Time for some fun little tidbits about the insignia's I've mentioned so so long ago. Also, before I begin, yes, these work kind of like the badge/armor system of Paper Mario: Thousand Year Door/Mario & Luigi: Bowser's inside Story. "In a prosperous land, where fire rages, water cleanses, and earth resettles, there's a gem beneath that protects and harms all." - Lyria, the Goddess of Luck, mentions this when you first receive the HP Regen Insignia. Insignias alterthe flow of battle by adding some effects that are otherwise hard to obtain. They can do anything from allowing your attacks to inflict statuses to allowing extra turns of combat. However, the more beneficial an insignia is, the more backlash there is to use it. I'll have a list of each "level" of insignia below. Each party member can have up to 3 Insignias equipped at one time. Also, any duration that has N/A means that it works regardless. First up are a few "easy" leveled insignias: HP Regen Effect: Recovers 3% of the wearers max HP each turn. Duration: Battle Price: 15000 Attack Booster Effect: Ups the Attack growth of the wearer. (1-3 pts average) Duration: N/A Price: 20000 Defender Effect: Increases defense by 3%. Duration: N/A Price: 14000 Lovely Dovely Effect: Decreases the chance to be silenced or confused. (5% decrease per insignia equipped.) Duration: Battle Price: 13000 Out-Matched Effect: Doubles EXP from battles for the wearer. (Be warned that this may unbalance allies.) Duration: Battle Price: 23000 The next group is under "medium": Lucky Strike Effect: Doubles the chance of critical hits, but reduces the amount of damage you deal. Duration: Battle Price: 25000 One-For-All Effect: All party members have a decreased chance of being attacked by enemies, but the wearer loses 10% of their max HP. Duration: Field Price: N/A (The party only receives one when you complete a quest. You can sell it for 10000 though.) Medical Bounce Effect: Ups all recovery item effects, but the wearer loses 3% of their MP per turn. Duration: Battle Price: 31000 The next group is labeled as "hard": All Out Effect: Doubles damage received, but doubles EXP and Gold obtained. Duration: Battle Price: Free (Apart of an arena prize when you place first. Also a way to make the game more challenging.) Poor Sportsmanship Effect: All stats are boosted by 20%, but HP and MP are reduced by 30%. Duration: N/A Price: 34000 Unbalanced Dominance Effect: MATK is reduced to 0, but doubles ATK. Duration: N/A Price: 35000 Reflection Effect: Gives the wearer a chance to reflect spells. Duration: Battle Price: Free (Apart of an arena prize.) These game breakers are under "extreme": Deiroace's Slave Effect: Max HP/MP is reduced by 50%, but it increases the chances of instantly killing enemies. (Odds start at 2%, increasing for each one worn.) Duration: Battle Price: N/A (Rare reward that is a possible drop when you beat Deiroace, God of Death.) Thyrois' Guidance Effect: Allows the wielder to strike twice per battle. Duration: Battle Price: N/A (Apart of the story line encounter.) Solemn Wish Effect: Increases the odds of dealing critical damage, but reduces Luck. (odds start at 30%) Duration: Battle Price: 45000 Kurriro's Family Charm Effect: The wielder can't use any skills or magic, but TP is regenerated over time. (TP Regen is 4%) Duration:Battle Price: N/A (Acquired if you protect Wane's daughter.) Any opinions about having these in the game would greatly appreciated, and as always, I'd love to hear your ideas! (Maybe I might put some in. )
  2. Name: Different Skill Effects Depending on Target Version: 1.0 Author: Mr. Trivel Created: 2016-03-09 What does it do? This plugin makes so items and skills affect different targets differently. Video: How to use? Place the following tag into item or skill note field to make it use different skill depending on target. Note: Works with single target spells only. <DependsActor: [ActorID] [skillID]> <DependsEnemy: [EnemyID] [skillID]> If target is [ActorID] replace the skill or item with skill of ID [skillID]. Examples: <DependsActor: 4 99> <DependsEnemy: 13 51> Plugin: <GitHub> How to download Plugin. Click the link above, there will be a button named Raw, press Right Click -> Save As. Terms of Use: Don't remove the header or claim that you wrote this plugin. Credit Mr. Trivel if using this plugin in your project. Free for commercial and non-commercial projects.
  3. 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
  4. In RPG Maker, you can assign effects to items or skills. Effects are special behaviors that occur when the item or skill is successfully executed. For example, you can create a "Poison" skill that has a 50% chance to add a "Poison" state to the target, or you can create a "Skill Book" item that will teach a new skill to a particular actor when that actor is selected. Now, let's say you had a skill book that teaches Fire, but only magic users can learn it. Do you want non-magic users to be able to use the book as well? Maybe not. In this situation, it would be useful to be able to define "conditions" that must be met in order for the skill book to be used. This plugin allows you to define "effect conditions", which are conditions that are given to each and every effect on an item or skill. Before an effect can be applied, all conditions must be met. With these conditions, you can now check whether the actor that you would like to use it on is able to learn Fire! Effect conditions are formulas, so you can create conditions on anything that you can imagine. More information and downloads available at HimeWorks
  5. Im currently working on a horror game and i want to have the first cutscene be the main character in her nightie walking through the house. I was wondering if there was a way to have a different than her normal outfit for just this one cutscene. I have sprite for the outfit but im so new at this i dont know how to do it.
  6. This is my first VX Ace tutorial which simply came into fruition by not already existing and the frustrations I went through myself going over other tutorials which while not bad, were just simply lacking in information for what myself and many others wish to achieve: Simple Lighting Effects like the ones shown below . -without the use of Scripts -how to make them -how to implement them. Now, there is already a decent bit of documentation on simple things like this but again, it's spread out in bits in pieces across the web so I've created my own tutorial that shows the entire process from start to finish with added tweaks, tips, lighting practices, and methods to get the most out of simplicity (sound complicated lol. It's 1a.m. ....i've had a lot of coffee). Step 1: Creating the images to be used for your lights. You will need an image editing software such as Photoshop or Gimp (I prefer Photoshop so this tutorial will be using Photoshop images/hotkeys but just apply the same methods in a different program and you should get the same results). In Photoshop create a new document (ctrl + N) set the Width to 333 pixels and the Height to 484 px. Next go to the View drop down menu and choose Rulers. Drag rulers onto your document from the Top and Left side rulers to set up a template like this: Each square section will be a Light Radius, the number of segments (from Left to Right) will determine the complexity of flickering light effects (Candles, Lamps, Torches, etc.) but i'll get into that a little further down. Duplicate your base layer 2x (ctrl+j), Select the 2nd layer, get your Paint Bucket Tool and make the background of Layer 2 Black, this will provide a contrast for your to work with so you can visually see the fall off radius of your lights. Step 2: Select the Elliptical Marquee tool and make a selection (holding Shift keeps the marquee uniform) of a single square on your template. Select the Gradient Tool, Set the type to Radial Gradient, and make it's fill type "Foreground to Transparent". Set your Foreground color to whatever color you would like your light to be then inside your Marquee Selection place your cursor in the center of the circle (sometimes slightly above), hold shift and left click + drag down slightly outside the bottom of the circle, this will fill it with the Gradient. At this point you should have something like this: While you technically could stop here (without the black background of course, needs to be transparent) and have a semi decent looking light, Lighting is such a beautiful and critical aspect of a game and it can completely change the mood, tone, atmosphere and many other factors of a scene so we are going to polish this up. Step 4: Next, Select your Filters drop down menu, Blur, Gaussian Blur and set the px from about 6-10px. MAKE SURE YOUR MARQUEE IS STILL THERE WHEN YOU DO THIS. If it's not and you blur the light, the color may run to the edges of the image which will cause your lights to appear square and not circular. Note: The more blur, the softer the light. Try not to go crazy with blur in your image editor as there are easy ways to tweak the softness of the light in RPG Maker, but for arguments sake, More Blur = Softer Light. That's it as far as a static light goes that will not flicker or animate. Animated Lights/Flickering Effect: This is really just a couple more steps and some repetition of the previous process with just a few simple editing rules to keep in mind while creating your lights. 1. RPG Maker reads the image sheet from Left to Right so your softest light will be at the left and the brightest at the right. 2.Logic from step 1. Flickering Lights should be ordered softest to brightest within their color range. This allows a smooth natural looking flicker/transition between the contrast tones without the player noticing any sharp ugly rapid changes in color. 3.Color Range should make sense. Let's use a candle as an example with the above template. You would have a very soft orange tone/color in box 1, a little more orange saturation/hue in box 2, then more orange/red-ish tone in box 3. Color spectrum of a light is a noticeable thing to say the least. If player walks in and your candle goes from orange to red in 1 flicker, they will notice lol. 4. THIS IS IMPORTANT: Make each Light on the grid on it's OWN LAYER ,(ctrl + shift + N for New Layer) this will save you tons of editing grief when/if you need to adjust the tone of a light. Failure to do so can result in rage inducing headaches. *CaptElfimis is not responsible for any actions a user takes during a rage inducing headace for failure to follow instructions. Once you are finished creating your lights and you are satisfied with them, delete the layer with the black background. Save your Light/Light Sheets as $Lights or whatever you want to name them as long as it has $ as a prefix and file type as .png (or atleast that's what I used, feel free to correct me if there is a better file format, I'm fairly new to this). Open your RPG Maker VXAce project, go to your Resource Manager (F10) ) Then choose Graphics/Characters Folder (That's where I put mine anyways, organize ya own mess) and Click the Import button: Choose your file and once it's imported, select it and hit preview to make sure the image appears correctly. If it did then you are free to use it as a graphic for your lights Making them work: For static lights such as lights from a window or source that will have no variation (flicker) you just simply need to follow these steps: Create New Event (Name it....for the love of god...name your events) and set it up like this: Choose your graphic Untick Walking/Stepping Tick Direction Fix/Through Priority ABOVE Characters (ignore where it says Same as Characters in that image....i need more coffee) Trigger: Parallel Process Movement Type: Custom, click move route, and add Change Blending -> Add. For a Flickering light source, follow the same steps as above but change the following: Tick Walking/Stepping Speed: Fastest Freq:Highest And Viola! Beautiful and subtle lighting effect, no scripts, no hassle. Once you get the hang of creating your own Lights, it's really a fast process to create and implement more sheets to have varying color ranges and light sources. I may in the near future just create a nice set of Light Sheet Graphics depending on demand. Tips/Tweaks: -Add Tints to your scenes that use lighting to adjust the overall light appearance of the scene. This can vastly effect the quality and atmosphere of the lighting. -If your lights appear a bit harsh/bright in game, go to the event and edit the custom move route and change Change Opacity, tweak this until your satisfied. -You can achieve Light Rays for outdoor lighting as well using this method (I'm working on that now, possibly a future tutorial depending on demand) -Experiment with a broad range of colors and light environments. I would make a map solely for testing/editing lights. -Pay attention to Shadow Placement if you really want to get the most out of your lighting. -Make sure your lights make sense. Bright Yellow/Orange lights from the sun shining through your window at night would look rather silly and break immersion for the player. -Study lights and how the interact with environments, search the web, your own home, etc. This can give you excellent perspective to work from. If you have any questions/comments or feel like I missed something, please feel free to say what's on your mind. Capt_Elfimis
  7. I just wanted to know, do you think a game can have too many status effects?
  8. Myst88

    Weapon effects

    So I've been working on weapons and got thinking what effects could different weapons have? For example a Mage can equip either staffs or magic tomes. Magic tomes have higher magic attack stats plus they always add an element to attacks (Fire tome will do a normal fire attack etc) But I'm unsure about staffs. I think if characters can equip more then one weapon type it's a good idea to have advantages/disadvantages to each weapon. Just so players don't equip the strongest one, instead they have to think about it and equip the weapon that best suits their play style. (Or depending on what situation their in) So what do you think would be a good weapon effect?
  9. heeeeeello. ............... So after get a lots of ideas for monsters. Now i come up with effects for them .... T.T After few days squeezed my tiny brain.. this is all what i have: Poison Make enemy weaker -HP / turn -ATK / turns Stun Make enemy unmovable +Immobile Drain Absorb enemy’s life <> HP Push Back Push enemy backward Pull Over Pull enemy forward Turn Into Black Hole Suicide and turn into black hole, swallow anything in 1x1 around Parasite Stick on another monster, cause prolonged effects, can’t realease until the host is dead, at that time the parasite is dying too -ATK -MHP -MVM -ATKR Symbiotic Stick on another ally, cause prolonged effects, can’t realease until the host is dead, at that time the symbiotic is dying too +ATK +MHP +MVM +ATKR Explosion Suicide and some how explode fiercely, cause damage to nearby monsters -HP / range Invoked Ritual Suicide to replace itself with a dead ally & revive him +Revive Cure Cure bad wounds for allies + HP - POISON -STUN Teleport Swap position with another ally - SELF - Adjacent ally Hiding Hiding to avoid enemy’s attacks + AVOID / turns Copy Transform into the attacker Any help, plz - _ - ! Oh and i'm doing a tactic game Thx
  10. Jonath4nC

    Jonnaz Day-Night Demo

    Hello world! This is my first ever blog entry, so hey guys... if there's anyone who would read this that is. Well, I better introduce myself by first saying that I have a strong interest in 3D animation as that's where I want to be in the future and so for anyone interested, here's some of that stuff - http://www.youtube.com/user/Flyingfoxenator Anyway, back to rpg... I just recently got VX Ace and joined this community so on my profile I'm classed as a newbie, yay haha. ...buuut I have had experience with the previous versions as well and I must say that Ace is such a huge and awesome improvement, thankyou so much Enterbrain So of course I've been playing round with all their new features (yea I know, it's like a year old now, but new to me anyway). Everything about this program is just mouth wateringly good :'D Then after coming on here, I've just been looking up all your guys awesome scripts. Still haven't quite played round with those yet (also please don't mix me up with a scripter... sure I understand it, but I can't write any myself... yet). One of them was Khas Awesome Light Effects script (http://www.rpgmakervxace.net/topic/1003-khas-awesome-light-effects/?hl=khas) Now for some reason I looked at it and thought meh, then carried on. Later on, I saw some images on deviant art on lights and saw things I hadn't even seen or thought of before that would now change the way I use RPG Maker. I had always avoided night scenes, probably because I couldn't get the lighting to look as good as it did during day. but after seeing these images, I figured I would first draw out the scene in RPG Maker, then printscreen and edit in photoshop to transform it into night. So that's exactly what I did for my first test below. I then created a tile set out of that. Which technically is just that image spread across the space of a tile set. and during the process of this, I looked back at Khas Lights, and just realized how awesome they really are... so yea, I can understand why awesome has to be in his title lol. Just the way the shadows move is incredible, thanks Khas! So just thought I'd post the demo. Enjoy guys, I really hope you give this a go as you probably won't regret it haha - http://www.mediafire.com/download/30sjy2uuph2tbu5/Project_Day-Night_Demo.exe If there are any major glitches or anything in the game (as this is my first post of uploading a game etc.) please do tell ...especially because those doors are quite messy, event wise. Also, I know this probably isn't the place for requests, but if anyone actually does have any requests, please give me yell as I might just be able to help. I can do everything in this program but scripting and composing music/sound effects. Credit All the script credit goes to Khas. Also all his lights in that folder and used in the demo are his. - http://arcthunder.site40.net Everything else was created by me. You can do whatever you want with this (not sure what you would do with this, but hey) ...just credit me if you can be bothered, I would appreciate it, thanks. Enjoy
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