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Found 29 results

  1. FANthonyfiction

    Need help with skill.

    So what I'm trying to do is make a game where team mates are basically, single use. You got the MC who's a general fighter. A Tank character who can't hit any targets. A healer that can heal almost exclusively. and a Glass Cannon that can kill any enemy in one hit, assuming she gets to use her skill. (It'll make sense if I get around to the end) The trouble I'm having right now is the Tank. I want her to have a move called 'body guard' and how this works is she'll 'distract' the enemy, forcing all of them to target her for for a turn. The issue I have is getting them to target her. I've made the move as a common event, and the event command is under Battle, force action, Enemy (I'll do one for every enemy on screen) Skill: Attack, Target (??????) I don't know how to make it so they target the Tank character. There are Index entries 1-8, but I'm not sure how to find to change them. Any help will much be appreciated. Sorry if this is basic and I'm just blind to an obvious solution that I can't see. I'm very new to RPG Maker. Oh, and is there a way to put a two turn delay on an attack? A start up/charging time?
  2. I'm trying to use enemy max hp ($data_enemies[x].mhp) in a script call: but the game crash: there is a way to use it?
  3. What I'm trying to do is set the parameters of my enemies with variables according to the level of the party. I set up a Common Event that is called before a battle, and calculate the HP/MP and Parameters of the monster before the battle is initialized. In the Common Event, calculations are made and converted to an array per each stat for the enemy. These calculations happen between each array, but in the spoiler section is the end result of each calculation where Variable 16 acts as a placeholder for the stat as it is calculated and then inserted into the array 1-6. I just put the end result so you can see... I didn't want to add all the calculations in, wanted to make it simple for the point of explanation. Changed all enemy database HP/MP and Parameters to 1, and then added a script call at turn 0 of the battle (Found this idea on another forum). However, when I start the battle, RM errors out with this error... On that other forum, I expressed that I was getting this error but nobody has responded to my post. So I brought it here in hopes of gaining another level of support. And I've tried every variation of $game_troop.members[#]. I tried to do this with Yanfly's Adjust Limits script, but I cannot get a variable to work with his script inside the notes section of an enemy when I use the note tag <stat: ##>, I don't think it is setup to REGEXP variables from the note tag... And my knowledge is not that strong with ruby to try an implement such an addition. Any additional information would be greatly appreciated, as I'm trying to scale my enemies with my party versus creating the same enemy for every 10 levels the party progresses. Respectfully, Altimos EDIT: This Thread can be closed due to Hime coming to my rescue with their "Enemy Param Formulas" script.
  4. Rezanta

    Hp Swapping

    Hey folks! After I was totally not thinking of a new forums game that at least Ion would love, And not fighting with BB Flashback because it wouldn't play sounds... thinking about one of my optional bosses, Trixius, but more importantly, the fact she can swap HP with a target party member. Now, some already might shoot me in the foot for it, but let me explain. Trixius, being a rainbow drake, can basically pull a captain Ginyu, but with better results. Her ability, Life Swap, swaps her's and her victim's vitality, and then she'll wail upon other party members to make you want to attack her. Now, her HP is only 100, but she doesn't care. If she so much as flinches to death, the party member's HP she swapped with dies instead of her. Now, my chairmen of the community, would are your thoughts on this matter at hand? I mean, we could always sit around and think of more annoying ways to go, like balloons, or scraping forks across plates until your brain melts, right?
  5. Author: Mr. Trivel Name: Color Shifting Enemies Created: 2016-03-11 Version: 1.0 What does it do? This plugin makes so some enemies can color shift during the battles. Video: How to use? Just tag enemies with <DiscoDisco> in their note field. Plugin: <Link: Github> How to download the 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.
  6. Author: Mr. Trivel Name: Rare Enemies Created: 2015-10-26 Version: 1.1 What does it do? Adds a chance of encountering rare versions of enemies. How to use? It requires two commands used in enemy note fields: <re_id: X> - ID of rare enemy <re_chc: Y.YY> - Chance of appearing - 0.01 - 1%, 1.00 - 100%, 0.5 - 50% Example: <re_id: 15> <re_chc: 0.73> Plugin: <Link: Github> How to download the 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.
  7. 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?
  8. By default, when a target successfully counterattacks, they would automatically evade the attacker's action, and then respond with a normal attack. This plugin changes it so that the target does not evade automatically, and will perform the counter attack afterwards. More information and downloads are available at HimeWorks
  9. Would you like to provide some visual indication that a state has been added or removed? By default, when a state is added, there isn't really any visual indication beyond a little icon in your party menu, or a little icon over the enemy's head. If you're using the side-view battle system, you could potentially add some side-view overlays to show the state. However, what happens if you have neither overlays nor icons? And there's no message that says "State was added" or "stated was removed"? This plugin gives you the tools to play some animations when your state changes! More information and downloads available at HimeWorks
  10. 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!
  11. 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
  12. Now, before I start this... Don't get mad at me for the thick part. It just means they're fat so the magic would take longer to harm them more sturdier to magic, and in some cases, wide enough to null damage. Alright folks, in my current project, there's enemies known as Cacti-backs, which are the basic behemoth that you can find on MV. They are beatable, taking about 5-6 turns to kill one of the two, but they don't take any magic damage. My question is: Should there be variants to them where they take no physical damage but magic will finish them slowly, but surely? And if so, should those that are affected by magic be faster? Also, another side question that relates: What other variants, if any, should there be?
  13. Do you want to use side-view actors as enemies? For example, maybe one of your actors decides to join the enemies, but you still want them to appear the same as they did when they were in your party! With this plugin, you can easily set up enemies to use side-view actor sprites. Enemies will behave the same way as actorsWhen they are preparing to attack, they will be in their ready stance When they are preparing to cast a spell, they will begin chanting. When they are in critical condition, this will be shown on the sprite When they die, they will fall over. More information and downloads available at HimeWorks There is an addon available called the "Sideview Actor Enemy Weapons", which allows them to display weapon icons and animations. You will need Enemy Equips for that. I have tested this with Ellye's ATB and it seems to work.
  14. Do you want to visually display the number of turns that a state has before it expires? For example, perhaps you have a state that will automatically kill you after 5 turns have passed, and you would like the player to see the number as a visual indicator. This plugin allows you to display a small number popup above a battler's head that represents the number of turns left before a particular state expires. More information and downloads available at HimeWorks
  15. Do you have a buff state that will allow you to unleash a guaranteed critical strike, but only for the next action that you take? Or perhaps a state that will increase the effect of all healing spells, but only after a healing spell has been used, the state wears off? This plugin allows you to assign a new “auto removal†condition to your states: Remove State On Action. You can choose how many actions it takes for a state to disappear, and also whether only certain actions will affect the state. You can combine this removal condition with other auto-remove conditions such as checking for a certain number of turns, or taking damage, and so on. More information and downloads are available at HimeWorks
  16. In RPGMaker MV, the default death state is the first state in your database. When this state is applied, a battler (enemy or actor) is considered to be dead. During battle, when all enemies have the death state applied, the actors are victorious. When all actors have the death state applied, they will be defeated. Outside of battle, if all actors have the death state applied, game over. But what happens if you wanted other states to be considered death states? For example, if all actors are petrified, then the game ends. Or if all actors fall asleep, then the game ends. This plugin allows you to designate additional states as “death†states. Unlike the normal death state, actors won’t lose all HP/MP, but they will still be considered dead. More information and downloads are available at HimeWorks Toggle-able States Overriding States Progressive States
  17. Do you have states that automatically change into other states after a certain amount of turns or actions have elapsed? For example, you have a Doom state that counts down every turn, and when the countdown reaches 0, the battler will automatically die. Or perhaps you have a Poison state that will worsen if it's not treated, and after walking around for 50 steps, the poison state automatically turns into a deadlier poison state. Or perhaps you have a Frozen state that prevents the battler from moving, but if it gets hit by any damage, it will immediately die. This plugin allows you to set up your states so that when the state is removed automatically, new states will be added. More information and downloads are available at HimeWorks Other state-related plugins you may be interested in:Toggle-able States Custom Death States Overriding States
  18. Do you want to have states that can remove other states? For example, you have two types of poison states: Weak Poison, and Strong Poison. When the Weak Poison state is applied, you lose 5% of your HP. However, when the Strong Poison is applied, you lose 10% of your HP. Now, you also have a special case where applying strong poison state will remove the weak poison state automatically. With this plugin, you can indicate whether your states will remove other states when they are added. More information and downloads are available at HimeWorks Other state-related plugins you may be interested in:Toggle-able States Custom Death States Progressive States
  19. Do you have a state that can be removed when you apply the same state? For example, you use a state that adds a poison state, but when you apply the same poison state, it will cancel out the existing poison state. This plugin allows you to create toggle-able states. When the state is added, one of two things can happen 1. If the state does not exist, then it will be added 2. If the state exists, then it will be removed More information and downloads are available at HimeWorks Custom Death States Overriding States Progressive States Originally requested by Nohmaan
  20. 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
  21. 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
  22. Alright, so I think many of us may have played a game where you kill one enemy, and many more of that kind jump you and sometimes, sadly, kill you. From giant goombas splitting into two goombas, or one Heartless rallying other Heartless, or just in general Monster Hunter and Xenoblade style. I have tried this idea already, but I'm not sure how (and if) I should set it up. For example: In my current game, you can attack the pups of Frezeragas, which are dragonic wolves. Once you do, however, the parents eventually come in and ruin your day, thanks to the fact that you can't do much but fight back against those bulky things. Otherwise, I'm unsure. What do you guys think?
  23. Hello all, So I wanted to add a certain swing to my battles and make it that certain elements like fire are stronger to enemies that are ice and was wondering how I would excecute this susceptibility.I have a skeleton that I want to be weak against dark moves and am hoping someone could help me figure it out? If anything else is needed, please ask, thank you!
  24. Okay, I have/need ten active skills for each of my protagonists. But my problem is developing enemy skills to make fights challenging. Would it be good to clone the skills the actors have? Can you suggest some unique enemy skills? Rules: 1) Enemy and ally SP and TP start at 0 in every battle. So everyone starts from scratch. Growth depends on max SP and TP. 2) Battles are set in MOG's ATB System, with ATB Gain set to Fomar's ATB system. So AGI doesn't affect the gauge too much. 3) Only a few status ailments exist in this game (I could expand but still trying to fine-tune things with scripts): Bleeding deals damage per turn and stacks up to 7 times. Each stack adds 2% MaxHP damage. Stupid disables use of all skills. Items can still be used (because any idiot can eat a chocolate bar or drink beer) Feeble halves all basic stats. Slow halves your ATB gauge. Can be healed with Haste or waiting it out. Combo Set-Up makes you vulnerable for the next hit (damage taken). Stun stuns targets, halting their ATB gauge for a set time.. 4) Base maximum active skills are six slots for all actors. Enemies have roughly unlimited slots but I wan to limit it slightly. Here is a list of the character skillsets: Do you want me to delve into each character's skills for a better grasp? let me know so I can edit it accordingly. My enemies are set in a ten-level dungeon, so they get harder as you go up. Their skills so far include stunning allies, halting their ATB gauge, substantial stat growth, and Defensive debuffs. Enemy Skills: So yeah, I need help mostly with enemy skills but please suggest what you think might help. I would appreciate it. Got most of the battle system prepped and ready to go and am working on the maps. I hope you guys can share your thoughts and ideas.
  25. Aloha everybody ! Recently, i'm working to create a monsters list for my project. Firstly, i had just designed some random monsters that i like most, but then i realized they're a mess. Beside my monster seems so... illogic. Bone mouse, cute monster girls, skeletor.. hmm nothing to say. Then, i come up with this progress & it seems be better for a logic list of monsters: Step 1: - Determining groups ex: Water Controllers, Magic Users, Undead, Demon, Cute ... Step 2: - Give each group unique characteristic ex: Group "Live in Grave", this group includes "Thirty Bat, Ghost, Demon tree, grave keeper,dusty bone ....etc.." - group describe: All of they're scary and very guileful, prefer acting alone, slow, not good for melees but have ability to poison enemy. Low defense but their recuperation is really good. Step 3: Create a standard monster first, this monster then become the reference for another monsters in the group. Step 4: Everything is easier now, use your favorite software for managing monsters or do it on a paper How about you? Are you creating monsters in a random way too? Or you have some good methods but never share? Come on, i love to hear them Everybody loves to hear them! So tell us, plz. Thxs
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