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Found 15 results

  1. Critical Cut-ins

    I was wondering if it was possible to have images pop up on screen right before a critical hit, such as in fire emblem or persona. It would have to be for several different characters, each with their own image. Any help is appreciated!
  2. Applying HIT to Magic?

    Well, I've run into quite a predicament. I won't bore you with the details, suffice to say that the Blind status effect not influencing the accuracy of Magic Attacks has become quite a problem, and considering Magic Attacks weren't really a factor until quite a ways into my project, it's come as an unanticipated issue that I can't really work with. I really need the drop in accuracy to impact any and all attacks that aren't classified as Certain Hit, and I can't just classify both Physical and Magical attacks as Physical because of Magic Reflection states. Not sure if anything can be done to make a reduction of HIT impact Magic Attacks as well, but if not then my current Ace project will likely hit a brick wall. *Edit: Ugh. It just occurred to me that this should probably be put in a scripts section instead, but now I can't find a way to delete this post so I could repost it over there.
  3. Cookie_Specialist

    Cookie is here with another awsome script! Cookie_Specialist is a script that allows developers to make target specific actors, classes, enemies, weapons and skills. In addition it also lets the developer control 'evasion' and 'critical hit' mechanics! Notetags 'n' formula command: Formula screenshot: TOU Installation: Click the link and Ctrl C+V Bellow materials above main in the script editor. Cookie_Specialist Questions and cookies will be accepted in the comments! ^~^ For bug reports, leave a comment or send me a PM!
  4. mrts Hurt Sounds

    Name: Hurt Sounds Version: 1.2 Author: Mr. Trivel Created: 2015-11-26 What does it do? Makes actors and enemies play a sound when they get hit. Screenshots: Nothing to show. How to use? Use following note tag in Actors or Enemies note fields: <Hurt: [sFX], [VOL], [PITCH]> [VOL] - Volume, by default 90 [PITCH] - Pitch, by default 100 E.g.: <Hurt:Siren, 90, 100> In case of multiple tags on same Enemy or Actor - random sound from them will be picked to play. 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 non-commercial projects. For commercial use contact Mr. Trivel.
  5. Hello! I was hoping that someone would help write a script or give some coding instructions on how to make a Parameter (Stat) directly affect an Ex-Parameter. For example, I may want to make it so for every 20 magical attack (MAT) the player or enemy has, then that player or enemy gains +1% Accuracy (HIT). Or I may want every 50 Agility (AGI) to add +1% Evasion (EVA). I don't mind if I have to put code in random places in existing scripts, and I have coding experience outside of Ruby, so I don't really mind if it's messy. Finally, I was hoping it could be compatible with the stats made with this script: http://www.rpgmakervxace.net/topic/419-nasty-extra-stats/ but I don't really care if it isn't. Anyway, thanks for reading!
  6. Missed!

    I'm sure we've all had those moments when you're one hit from killing the big bad evil monster, but your attack misses and they proceed to use their ultra team-wipe AoE skill, resulting in a Game Over. Well, I guess that was a little exaggerated but it's super prominent in harder difficulties in games like Fire Emblem. I generally tend to dislike games where luck plays a huge factor in determining your success, but it seems like without a chance to miss, you lose some of the thrill of fighting. There are also usually a bunch of skills that have low hit rates (risk and reward skills, status inflicting skills, etc.). Is it really worth using that many MP to cast your Death skill if it misses 7/8 of the time? Or if you use your mega combo finisher that has a 99% hit rate... and misses... you've just wasted all 100 of your TP. So how do people like to balance out accuracy rates? For states, of course if your Blind skill had a 100% of inflicting the ailment, it would seem too good to be true, right? But if I nerfed status effects in exchange, won't they seem a bit underwhelming, supporting the typical "stack buffs -> stack debuffs -> attack attack attack" pattern? As a side note, a common issue I see is that developers make status inflicting skills have a chance to hit, and then have a chance to inflict the ailment. I understand if it's a skill like "Bio", but if your Poison skill that does no damage has a 60% chance to hit and then a 50% chance to poison the enemy (technically only a 30% chance to end up inflicting the state), you end up sometimes hitting the enemy with poison and not poisoning them. A nit-picky thing, but it makes a difference. About those attack skills that have around 90-99% hit rates... why not just give them a 100% chance to hit? I've never understood the point of giving someone a very unlikely chance to completely waste a turn when they have bad luck. I'm using Fire Emblem a lot in my examples, but one way they "dealt" with bad luck in accuracy in some of the later games is that they have a "double roll" system where the random number generator rolls two numbers instead of one to determine the hit. Therefore, lower percentages are even lower and higher percentages are even higher in actuality. But doesn't this also make things somehow? I know you won't be missing that often by bad luck, but when you do it feels horrible. This also applies with critical rates. Why is luck frequently a factor in a game when it can either be your saving grace or spell the words to your demise? To give everyone a different experience of the game? Having a random enemy smack you with a critical hit at the wrong moment will lose you fights, while a lucky crit from your own side can win you fights. Then people become dependent on "good luck" and start resetting the game just to get that lucky proc. Doesn't it end up throwing balance right to the edge of a cliff in that aspect? I'd like to hear opinions on this stuff.
  7. I've been wondering if there's any way to manipulate battle system using events? For example, what I would want is to call an event, during the actual animation of a skill/attack, that would zoom in (both battle background and the enemy battle graphics), so to give a feeling that the character is actually going towards the enemy and hitting it, then backing off in first person. If this attack had multiple hits, I'd need to call this zoom in/zoom out thing several times during the animation of the skill. Would something like that be possible without scripting? On a similar topic, would it be possible, again without scripting, that when you use a skill that is supposed to have multiples strikes, it doesn't do the whole animation, then displays the damage, but rather, make it so that damage done is displayed for every hit in the animation. For example, if there was "Triple strike" that did 100 damage per hit, 300 in total, it displays damage number 100 by 100, for each hit animation, rather than waiting for whole animation to be completed, before it shows the total damage. Also, would it be possible to make it so that each hit could be a critical on it's own, so a skill with 3 hits, that does 300 damage in total, could potentially do 600, if each hit was a critical that dealt double damage. Now, I'm wondering about all this without scripting. I mainly want to just use the default battle system, with these little tweaks to make my project a bit different. However, I can't script, and I would like to avoid requesting for people to script things for me.
  8. Victor Skill Help

    Hello, I'm fairly new to Victor's Battle System, and I attempted to make a skill tag, and it did absolutely nothing. Here's what I tried: <action: Double Strike, reset> direction: targets; move: self, move to, x -20, y +25, speed 30; icon: weapon 1, angle 130, x +5, y +5 z +1; effect: 100% wait: 30 icon: weapon 1, angle 130, x +5, y +5 z +1; effect: 100% wait: 30 move: retreat; </action> My character just runs up and hits the enemy once, like the tag does absolutely nothing. If someone could help, that would be great
  9. How could I make it so that a common event, that would occur from a skill, would only run on a successful use and/or hit of that skill?
  10. On Hit Shield State

    I'm currently looking for a status that goes as follows: It's essentially a shield status that reduces all damage to 1 for a specific number of hits rather than turns. In other words, if a shield has a durability of 9, it can soak up to 9 attacks/hits before it breaks; otherwise, it reduces all incoming damage to 1. Each time it is hit, the state visibly shows the number of hits left to break the shield. This is similar to Dota 2's Templar Assassin's skill, Refraction, for those who have played it. I'm currently using YanFly's Ace Engine, including Lunatic State scripts. If anyone can instruct me on how to do this, that'd be a great help.
  11. Hello again! I'm hoping to find a script that will allow me to set critical hit rates for specific skills. For example, an assassin's strike that has a drastically increased critical hit chance. As far as I can tell there isn't any way to modify it in the vanilla version. I'd also love to be able to create states that would affect the characters as well. Something along the lines of "Focus" which would increase that character's chance of critical hits for all of their actions (where eligible). Lastly, I'd hope it would be compatible with Yanfly Engine Ace - Ace Battle Engine v1.22! Thank you in advance for any assistance!
  12. rmvxa Enemies' Critical Hit

    Hello, today I need a script that makes possible for the enemy to make a Critical Hit on you. Does somebody know that script?
  13. Multiple Hit Skills Question

    I feel like I've been asking questions here frequently, and honestly, I hate to bother anyone. But it's thanks to this community that I've been able to get past some annoying issues. And thanks to some of the members here, I've been able to have a smoother progress with my RPG. So in advance, thanks everyone. Now, without further ado, here's my question. Is there a way to make a skill land multiple hits without having to play the skill's animation twice? I have the Tankentai Side View Battle Script active on my RPG, so every time I use a skill, you see that little animation of the Skill Activation. Now, that's awesome and all, I've no problem with that. BUT what bothers me is that the animation I made for my Dual Slash skill shows two slashes (obviously) hitting the enemy. What bothers me is that this is how the skill plays out in battle... Skill Activation Animation Plays Dual Slash Animation Plays, Two Slashes Happen One Number of Damage Happens. Skill Activation Animation Plays again... Dual Slash Animation Plays again... Two more slashes Happen... The Second Number of Damage happens... See, this bothers the hell out of me... The fact that the skill activation happens twice for a single attack, and the hits are 4 instead of 2... I know I could be cheap and just shorten the animation to one slash... But then the skill activation animation will still happen twice... And it'll be two identical slashes... instead of two nicel creativelly placed slashes... So the ideal thing I would love to happen, would be the following... Skill Activation Animation Plays Dual Slash Animation Plays, Two Slashes Happen and Two Damage Numbers pop up during both slashes at the same time. Done... Is that too much to ask? Or at the very least, have the animation play, and then Two Damage Numbers Pop out, instead of having to do the animation all over again... The previous option would be most appriciated rather than the latter, because it'd just have a more... dynamic effect to it... I guess you could say... So, if anyone has a solution to my issue, I would love to hear it! Thank you all again for all the time and help.
  14. I'd really like to have a script that displays the attacker's chance to hit the selected target with the selected skill. ideally the "Chance to Hit" would come up while selecting a target for an attack, and would display the end result of the formula(s) called for by the skill type being used and the target's ex-parameters. Final Fantasy Tactics and FFT Advance both demonstrate this feature: I'm already using pretty much every script Yanfly's written (which are amazing, by the way). There may be a way to implement my request (sort of) through his Enemy Target Info Add-on to his Battle System: http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/ He's got it to display the attacker's and target's parameters but not their ex-parameters - a script change to display the attacker's and target's HIT, MAT, EVA, and MEV would get pretty close to what I'm looking for. Projected damage would be excellent too, but I'm mostly concerned with the chance of landing the blow. Is this even feasible in RMVXA? Besides scripts, any ideas or advice would be welcome! [EDIT] Forgot to mention: I'm not making a strategy RPG like Tactics. I've got the classic first-person view of static battlers. I'm using Yanfly's battle engine but not his visual battlers script.
  15. In one of my favorite JRPGs (Mega man Battle Network series) they have a cool aesthetic feature in their battles in that when you hit an enemy with an attack/element they have a weakness to, it displays a quick little animation of a "!!" above the enemy/monster to let you know that you picked something they were weak to. I was wondering if it would be possible for someone to write a script for achieving this (playing an animation ID on the enemy when they are hit by something they are weak to)? I did some searching around and couldn't really find anything similar, so I thought to ask about it. Anyone willing to script this? As I imagine, it could be pretty easy to make the script simple enough so that there wouldn't be any compatibility issues and could theoretically be used with pretty much any battle system (since it shouldn't alter anything because it's a simple function, to my knowledge).
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