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Found 25 results

  1. Hello, I've been looking for a script or a tutorial on how to do this without a script to no prevail. All I want is what's in the title: For the enemies to flash for about 1 second with a damaged sprite whenever taking a hit. I don't want it to show if they are attacked but the attack misses. I've been trying to work it out with variables in the troops screen but it hasn't been successful so far. Any tips/scripts I may not know about would be greatly appreciated.
  2. From Vlue's Sleek Gauges and Rocketmancer's Prettier Gauges, comes... Pretty Sleek Gauges v1.0 by mjshi- OK for use in all projects with credit Get it here! Sleek Gauges! Look at them go, so shiny, so cool. And they're even better when you can change what they look like and use them in battles! **I'm not very active on this forum, please direct bug reports and other questions over here** Features Vlue's Sleek Gauges; - Animated sliding gauges! Rocketmancer's Prettier Gauges: - Customizable gauge shapes! Changes from those two plugins: - merged a couple functions - added support for \ style gauges - fixed issue with overfilling the gauge - added support for enemy HP gauges - added support for enemy MP gauges - added support for individual HP gauge offsets - added support for individual show/hiding of HP gauges Screenshot Version History 1.0 plugin released Permissions (since this is a plugin "edit" of sorts) Credit Vlue Rocketmancer mjshi
  3. Blorf

    Need help with HUD Maker

    I'm using the HUD maker: http://sumrndm.site/hud-maker/ And I'm trying to display the Enemy's name and stats. For the player I used ${$gameParty.leader().name()} to call the name, and ${$gameParty.leader().hp()}, etc etc to call the stats. What would I use to call Enemy A's name and stats? I tried ${$gameTroop.members()[0]} and various codes and got "ERROR", "unidentified", and "[object Object]" when I tried them. I'm sure the data strings for enemy stats and names exist in the game. I just don't know what they are. Can anyone help me? Thanks in advance.
  4. I've been having a rather weird issue with the enemy AI. Particularly, a battle with two healers (acting as an introduction to the enemy and its attack patterns before the player may need to start fighting them alongside more threatening foes). However, I've run into a bit of a weird problem. No matter what, they'll only ever cast Heal on [Enemy] Actor B. I've played the fight out several times, and it's the same every time. Has anybody else seen this happen, and found a solution?
  5. Name: Emerge Animations Version: 1.0 Author: Mr. Trivel Created: 2016-02-14 What does it do? Makes enemies emerge with animation playing into battle. Video: How to use? Use the following in enemy note fields: <AppearAnimation: [Animation ID], [Visible Frame]> [Animation ID] being ID of animation enemy uses before appearing. [Visible Frame] From which animation frame enemy becomes visible. In case of multiple animations listed in the same note field, random one will be picked. Example: <AppearAnimation: 118, 21> 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 non-commercial projects. For commercial use contact Mr. Trivel.
  6. Okay I stumbled upon a really weird glitch. At first I thought a script was screwing this up, but it happens in a fresh project too. Whenever I create a skill to target One Ally and an enemy uses it, they will target the same ally every time. Has anyone else encountered this? More importantly, how can I fix it?
  7. Name: Enemy Exp Change Version: 1.0 Author: Mr. Trivel Created: 2016-02-16 What does it do? Changes how enemies give EXP. Now it's based on actor and enemy level. Screenshots: I'll pass. How to use: Use the following tag in map properties note field: <Level: [iNT]> - Set level for the enemy. All calculations are based on it. If not set, it'll be assumed as Level 1. <ChangeMode: [Flat/Percent] - Set a specific change type instead of default. <ChangeUp: [Number]> - Set a specific change of exp instead of default when Actor Level > Enemy Level <ChangeDown: [Number]> - Set a specific change of exp instead of default when Actor Level < Enemy Level Example: <Level: 57> <ChangeMode: Percent> <ChangeUp: 10> <ChangeDown: 5> 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.
  8. i cant use the enemy appear event in an event im making when i use it it asks me what enemy to appear, but all the boxes are blank with numbers. i have enemies and troops in my database by the way, im trying to use enemy appear in the middle of a dialogue, is this what is causing it?
  9. The_Drone91

    Battlers requests

    Hey all! I'm working on some ideas for my game that will involve a species of sentient bird creatures that dwell in the desert, and that will be encountered as enemies at some point in the game. I want them to resemble the Egyptian god, Thoth in appearance to some degree, with long pointy beaks, and bodies/clothing that resembles what Egyptians would traditionally wear. Furthermore, they should be armed with spears, and be taller than the average human being. I guess this is an example of what I have in mind: https://upload.wikimedia.org/wikipedia/commons/thumb/c/c3/Thoth.svg/2000px-Thoth.svg.png If you can help me with this request, I would be very grateful. Thank you! /Markus
  10. Name: Enemy Positions Version: 1.1 Author: Mr. Trivel Created: 2016-01-11 What does it do? Allows to change enemy positions through adding tags. In case of multiple tags - tag at random will be picked. Screenshots: Not this time. How to use? Use following tags inside enemy note fields. In case of multiple tags - tag at random will be picked. Position is in pixels. <Position: [X] [Y]> E.g.: <Position: 500 200> Plugin: <Link: Github> How to download Script. Click the link above, there will be a button named Raw, press Right Click -> Save As. Legal: Free for non-commercial games. Free for commercial games.
  11. eatorl

    Yanfly's Enemy A.I. - Taunt

    Hello, I need a little help making this work: ENEMY A is at 10% health. ALMOST DEAD. ENEMY B is at 50% health. ENEMY B can TAUNT. ENEMY B enters a TAUNT STATE so -ENEMY A- WON’T GET HIT and WON'T DIE. that is the same as: if (any OTHER battler is at <X% HP and THIS battler HP is higher than THAT OTHER battler HP) {THIS battler CAST TAUNT} Plugins I'm using: Yanfly's Battle A.I. http://yanfly.moe/2015/10/19/yep-16-battle-a-i-core/ Yanfly's Taunt http://yanfly.moe/2015/10/31/yep-23-taunt/ And Yanfly himself seems to don't understand the question. Am I missing something? Thanks.
  12. â– Information â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› EST - Battle Royale EVO Version: 1.0 By Estriole File name: EST_BATTLE_ROYALE_EVO.js â– Introduction â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› This plugin allow us to have battle royale in our game... what is battle royale? it's a battle with three or more combatant that is fought until only one combatant remain. This plugin also can make your actor 'bribe/recruit/persuade' enemy to fight for you so you can have [Party + Allied Enemies] vs [Enemies] vs [Enemies] vs [Enemies] vs [Enemies] vs [Enemies] they will attack each other and party. also... Allied Enemy cannot be controlled. it will become auto battler. â– Features â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› - Have BATTLE ROYALE. player + allied_enemy vs enemy vs enemy vs enemy vs enemy - you can bribe / recruit enemy to fight for you (automatic battle though) (also you cannot heal the battler) - your skill that attack all enemies will not hit bribed enemy - use state so it's simple if you want to make certain enemy change sides. â– Changelog â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› v1.0 2015.10.27 Initial Release â– Plugin Download â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Download Demo (Sadly too lazy to create another demo... so i put it inside build and decor one) (also creating demo is not like ACE which we can have <5mb per demo) â– Screenshot â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› â– How to use â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› 1) Give the enemy the state that mark it's faction in battle you could also add state that mark enemy as bribed to make it battle for you. 2) if you use Tsukihime Enemy Reinforcement... and add enemy more than 8 member... you might need script call / plugin call to add the state for the rest of the troop. plugin call: add_state_to_troop_member troopIndex stateId WARNING!! index start at 0. so first enemy in troop have 0 as index ex: add_state_to_troop_member 2 14 will add state 14 to third enemy in the troop script call: this.addStateToTroopMember(troopIndex,StateId); WARNING!! index start at 0. so first enemy in troop have 0 as index ex: add_state_to_troop_member 2 14 will add state 14 to third enemy in the troop 3) since the faction and bribe is marked by state. you could just create a skill to add / remove that state or use battle event to add / remove that state. 4) ready for epic Battle Royale !!! â– Dependencies â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Optional: Tsukihime Enemy Reinforcement to add more enemies... it won't be royale enough with just 8 enemies â– Compatibility â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› I'm new in JS... and MV is new engine... so i cannot say for sure. but it should be compatible with most things. â– Parameters â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Faction A State ID > state to mark enemy as faction A Faction B State ID > state to mark enemy as faction B Faction C State ID > state to mark enemy as faction C Faction D State ID > state to mark enemy as faction D Faction E State ID > state to mark enemy as faction E Bribed State ID > state to mark enemy as our allies YES... you could have party + allied troop vs 4 vs 3 vs 6 vs 7 vs 2 actually if you really want it... you can edit the js file... and add your new faction... just add Faction E State ID Faction F State ID and so on... in the parameter... but i think 5 faction is lots more than enough for most games. â– License â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Free to use in all project (except the one containing pornography) as long as i credited (ESTRIOLE). â– Support â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› While I'm flattered and I'm glad that people have been sharing and asking support for scripts in other RPG Maker communities, I would like to ask that you please avoid posting my scripts outside of where I frequent because it would make finding support and fixing bugs difficult for both of you and me. If you're ever looking for support, I can be reached at the following: [ www.rpgmakervxace.net ] pm me : estriole â– Author's Notes â•’â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•› Let's Battle Royale to Death !!! if you record a video for this battle royale... please send me the link and i will add it in this post. i'm not used to creating video .
  13. Hello, I've created a boss fight for my game, and I want to stop encountering certain enemies after this boss has been defeated. I've created a switch that activates after the boss and was wondering if this can be used to stop encountering these enemies.
  14. I've made a Boss fight that is pretty simple and I've made it so the Boss calls in a reinforcement when it HP is low. I want to have the battle end when the Boss dies even if the other enemy is still alive, I've tried aborting the fight when its HP is at 0% but this means that the player gets no XP and even if the reinforcement was killed the battle would still end with no XP if the player wins. Is there an easier way to do this?
  15. Rezanta

    Magic Barrier

    Hey folks! There's an enemy of mine I've had a question on for a while now. As the name permits, the Magic Cross, as it's called, uses its famed spell, Magic Barrier, on itself or an ally. The barrier causes all damage and negative statuses to become nullified until the end of the turn. Considering that, do keep in mind that the game isn't meant to be that easy. All feedback is welcome!
  16. Solar_Dragon

    Enemy Switch

    While making my game I found I needed to turn on a switch when a troop is beaten. I was wondering if there is anyway to do this. Thanks in advance, Gage If you need a picture, just let me know
  17. Lord Vectra

    Special: WOC Enemy Hiring

    This is where Vectra Productions is hiring enemies made by the audience! *Crowd goes wild* Hire does not equal pay. Sry *Crowd intensely stares* Anywho... Things available to you... Elements: Fire, Ice/Water, Lightning, wind, earth, physical, holy, and darkness Note: Pick 3 or less, pick one or, if you have 3, pick two, of the elements you picked, as your favored ones. Minimum level: 10, 20, or 30 Note: I might adjust the tiers. If so, 5 will be added to the level you pick. Class: Templar, Mage, Assasin, Battlemage, Warrior, Non-humanoid Weapons: 2handed - Greatsword, Battleaxe, Weaponless, bow, daggers, staves, and battlestaves. Note: Weaponless is only available for mage-types. 1handed - Sword, axe, mace, and shield. Armor: Stealth, might, magic, other Combat Style Offensive, Average, or Defensive Speed or Strength? Combo-maniac? Solo-hitter, Area-hitter, or Average *Optional* Specials skills with their effects, max is 4. Format of your creation's resume Name: Elements: Favored: Class: Minimum level: Weapon(s): Armor: Combat Style: Special skills:
  18. Necromedes

    Chimera Monster Editor

    I don't know how many times I had looked for a monster editor/generator when I first got into RPG maker and found nothing, so I have decided that I will fill that need myself. Chimera is a drag and drop monster editor that will allow the user to create enemies from predefined parts. The user will load a base template (body) and then be able to load any number of parts to add to it. These will range from arms, legs, tails, wings, necks, eyes, mouths, etc... and will then be able to be exported to a .png file for in game usage. Not only will it have predefined parts but will also have an import function that will allow the user to add their own parts for future use. I will be providing as many parts as I can with what little resources that I available but I will gladly accept (and encourage) parts donations from fellow artists to be featured in the final version. Chimera will be free to use in any project. No payment is required (though donations will be gladly accepted.) If you wish to donate parts for Chimera, please ensure that the parts supplied will be able to mesh well with any or almost any template that may be available. Please ensure that the template bodies and parts are between 96x96 and 192x192 pixels. Larger bodies and parts will be accepted for "Monstrous" enemies but I will not be including many of these in the editor itself. Whether you donate parts or not, I hope that you will enjoy the editor once it has been completed. To donate part templates, please private message me with a link to your image files. Those who donate parts to the editor will obviously be included in the credits of Chimera. I thank you in advance for any help that you may offer and I will be sure to give you regular status updates once work on the editor itself has begun.
  19. LordSquirrel

    The Enemy is Adapting!

    Hello everyone. LordSquirrel here for my very first blog post! Today I wanted to talk about something I was planning to post in the Theory and Development, but decided that it may be more appropriate to do as a blog post. I wanted to talk about enemy adaption in rpg's. To clarify. I'm talking about how enemies adapt to the party's level, members, or health. I've currently been working on a game that I've given the codename of "The Plague", if you're wondering what it's about, don't worry, I'll be posting something either on this blog or the Theory and Development board detailing the outline of the story in a few days. Anyway. In the game you have several party members that can be recruited throughout the game, each character has a specific role in progress, (damage, healing, buffing ect...) and a thought occurred to me as I set up a early game boss battle, "What if I had it adjust it's moves and behavior based on what actors are in the party?" What I mean is, what if I had Crow (A character that specializes in ending battles quickly with either instant kill attacks, or by breaking through the enemy defense) in the party while the party is fighting a Boss who primarily focuses on turtling and waiting for the party to drain their MP reserves? Well the fight would be pretty easy as Crow can break through the Boss' defense fairly quick and then the battle would just be a few powerful strikes away from completion. And while I do like to reward my players for bringing the right tools to the fight I also like making the fight as difficult as I can. Started to add in some events that would check which actors are in the party, and would add, or remove skills based on which actors there were. While I was doing this a thought struck me, "Will people like this, or will they say it's just annoying?" after a while of thinking it over and getting nowhere I decided that I should ask you guys which you like more: Boss' that actively adapt to your party no matter what, or do you prefer it to be something that only happens on specified difficulties or special modes? The main reason why I ask is because I can't actually think of any game that does something like this.
  20. 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
  21. Hi, so i'm making a gamble game. Its battle rule is very simple, player & enemy bet money for which slots will be rolled out. Say If i bet $5000 for x2 combo monkey slot & i win. Then i will damage 5000 x 2 (base on what combo i bet) = 10.000 dmg to enemy's money. After 5 turns who has lesser money than another will lose, if one of players get lost all of they money that will make him lose immediately too. Easy huh? Players can use some items for boosting & casting effects too.. So... I'm thinking how to make a smart, tough enemy Do you guy have any ideas - I'm asking about idea not how to script ex: If enemy's money is twice as much as player then it will stop betting & try to remain that difference
  22. I'm opening the topic up on enemies in rpg's that take advantage of a player's abilities. What are some examples that you guy's have encountered that really made the player think about which skills to use, and also how it took advantage of characters own stats and how that meaningfully effected the game's strategy.
  23. Hi everybody, i'm thinking about a complex, touching game story. It will be something about elements war (fire, water .... ) But i don't figure out anything yet. I'm so confuse. Could you guys give me some ideas, a story perharp?
  24. AJNR

    "Hard" Mode

    (To Mods: You can move this to Theory and Development if you want) Hard Mode Hard Mode is the highest difficulty given to a game (there are many exceptions where the difficulties will have custom names that exceed "Hard Mode", but the highest difficulty of a game is what we will consider "Hard Mode"). I will specifically only mention games that are Role Playing Games, or at least considered a Role Playing Game. Traditionally, RPGs are all about numbers; so upping the ante commonly pertains to increasing the number of an opposing forces' (Enemy's) parameters. This change is received differently based on the mechanics of the game itself. For example, the tactic of wearing the best items for a Turn-Based RPG will probably not work as effectively for an Action-Based RPG. But for sake of the RPG Maker, we will mainly consider the Turn-Based mechanic. (Because to be honest, the ABSs of RM are rarely as good as actual Action RPG Games, with the limitations of movement and flow with the RM Engine). Hard Mode: In Popular Media Since I mentioned that we will mainly be talking about Turn-Based RPGs, games like The Witcher 2, Dark Souls, Dragon's Dogma, Phantasy Star Online, Skyrim, Fallout, you get the idea, will not be given too much spotlight. This is because (as mentioned before) mechanics and design will not work as effectively in Turn-Based as they do in Action-Based, and vice-versa. However, we can include Turn-Based Strategy Games (such as Fire Emblem and XCOM: Enemy Unknown) since they are still Turn-Based. I'll mention examples of games, their difficulties and differences, and what it means to the player. All mentions are debatable and suggestions are always welcome. Development of Hard Mode Now we get into our own personal discussions about Hard Mode. The way we perceive and create Hard Mode in our own work is reflected by our experience with difficulty modes in the games we played personally. Some of us may just increase the enemies' stats, some of us may give enemies' new abilities, some of us may allow the reward to be increased, it all varies with how we have experienced these difficulty modes. Along with it's accessibility, such as changing the mode in-game, unlocking the mode after finishing the game, or allowing it as a feature to increase stakes in specific areas (think WoW's Heroic Mode). Usually we want to create our own mechanics, original or not, and then decide how difficulty changes that. Above Difficulty (in terms of priority), is Mechanics and Balance. A sum of par games published using the RPG Maker Engine seem to suffer a loose perception of Balance. Balance can go much, much further than "Enemy takes 4 hits to kill, Actor takes 6 hits to die", because if that is how you view balance in your game - it will honestly be criticized as bland and stale. It's very possible to make a difficult boss that doesn't deal ¾ of the Party's Maximum Health, it's very possible to make a difficult boss that doesn't practice common gimmicks, it all varies with your game's mechanics, and limited by your creativity. Playtest your game, fiddle with it in various ways, how many strategies does this increased Difficulty allow? How many would you allow? Balance compensation with punishment, that is what makes difficulty fun. Compensation doesn't have to be an Item, it can be a simple mechanic - such as FE: Awakening's "Rescue" mechanic (as mentioned before). Another thing is to also test the balance of how long it would take the Player to accomplish this one objective? Are you willing to have them grind 2 hours for a boss? Or are you going to allow the difficulty to raise experience gain? Or are you going to create an average threshold of experience that allows you to level up at a fair pace? These are all things at your discretion as a creator and developer. Your Thoughts of Hard Mode After reading all this, what is your opinion of this topic? What would you like to add personally to the concept of Hard Mode (and difficulty in general)? What's your advise to others about it? What are some ideas that you feel could benefit others? You're free to debate about what I've said, to add your personal thoughts about difficulty, to insert your ideas and why you chose them, your examples from games that you have played, and all that jazz. Things you could consider about development of ideas for Hard Modes could address things like: Is Level the main factor of success in higher difficulties? Would you allow to lower level characters to maintain efficiency? Does your game allow access to Hard Mode as New Game+? Does you think that grinding is a prerequisite for success? Do items have totally changed effects in higher difficulties?
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